The details will follow next...

Fig. 10
Texturing and shading
I found most of the textures on the Internet and used Photoshop for corrections. For the tarmac texture I used a few textures from a few packs, made in Photoshop. One texture had 6000x4000, and from that I made a bump map and displacement map. For the car material I used a composite mat. The car shade has three parts: the first part is a basic shade which has two layers, both have VrayMtl where it has a reflect fall-off map; the second part is the dirt, which is just a bitmap as diffuses and an alpha map which controls opacity, all drawn in Photoshop and using a texture from the 3DTotal Textures collection; the third part of the composite mat is the speed stripes which is like the basic material but is white in colour and less reflective. Wheels have VrayMtl where it is a spectral noise map, and a bump map for the text on the side of the wheel.
Rendering and lighting
The whole scene was rendered in V-ray .There is one target directional light and the same HDRI map. The final image was rendered with an "anti-aliasing” filter, set on Catumll-Rom. The render engine is an irradiance map set on the image. Because I don't have a powerful computer, I had to reduce some of the set up. The scene was rendered on AMD Athlon 1800+, 1024Mb Ram and Ati Radeon 9600. The render time was about 9 hours.

Fig. 11
The image below shows the environment. The puddles were created as a big plane, after we can see pools where there is tarmac (second plane) reduced by a displacement map.

Fig. 12
In the final image, I used Photoshop post-production only for the brightness.

Fig. 13
The final render of the scene can be seen below.

Fig. 14