The material for the side of the tire was just a diffuse dark grey material with a really low amount of reflection, and I also turned on the glossy reflection control (glossiness=25.0) to add soft blurred reflections. The brand and specs lettering was made by adding a black & white bitmap in the bump map slot and changing the bitmap's map channel to 2.
The materials for the car's paint were pretty basic. But before I added the materials for the car I added an HDRI image (I got on the web) to the environment map slot, instanced it to the material editor and turned it's coordinates to environ with spherical mapping, so the car's materials would have an environment/sky to reflect.
For the car's paint I used the technique of using a falloff map from green fading to a dark green/almost black for the diffuse, and a fresnel falloff of IOR 2.0 for the reflection.
One of the things that I liked about Brazil's advanced material was the glossy reflection control which controlled the softness/blur of the reflection, making reflections look more natural/ realistic. The metal material I used for the car's frame was made buy changing the color of the frame material to black, then adding a fresnel falloff of around IOR 10, to the reflection map slot. Then I turned on the glossy reflection control and adjusted its amount to 90. So it won't look like a perfect chrome material.
The lighting was very simple. I wanted to make a warm partly sunny look. First I turned on Brazil skylight in the rendering window, and set the color to a light blue color. Then I added a light yellowish orange omni Brazil light for the sun, I placed it in the front right top of the car. I did not use Indirect Illumination for this scene.