I assigned a VrayHDRI to my environment map slot, then dragged and dropped it into the Material Editor (choosing Instance) and assigned a map. Next I assigned an appropriate HDRI map and set it to Spherical. I created a V-Ray dome light in the scene, and dragged and dropped the VrayHDRI into the texture slot. There are a lot of places where you can get HDRI maps for free; I bought mine here: http://www.hdri-locations.com
I assigned a VRayMtlWrapper material to my ground plane, just so the car wasn't floating. Then I assigned a standard black VrayMtl to the base material slot. When you do this, if you don't use caustics you can disable those. This will render the shadow of the car, but let you see the HDRI map behind.
You might want to adjust the strength of the sun and adjust camera settings. It really comes down to your choice of HDRI map how the settings should be. If there is a sun in your HDRI map, make sure to position the sun in the scene accordingly (Fig.38 - 39).
With HDRI and basic materials set up, it was time to add some textures to the scene.
Texturing the car was relatively straightforward. Most parts already worked quite well with just a simple shader. The main things to add were the decals, and some dirt and imperfections. The interior was the most texture heavy part, with things like the leather seats and panels. I used mostly textures from the 3DTotal Textures collection.
To get started on the seats, I exported a cavity and ambient occlusion map, and combined them in Photoshop to give me the base of my texture. Then I used tileable leather textures to create a pattern, giving it a useful name, as well as the bump and specular leather textures (Fig.40).