Loving that lowpoly style, I thinks its more interessting to create a car with some kind of polybudget instead of using millions of faces to get more or less the same result you could get with 50k, you know.
Just been working on the scene, Im just going for a studio shot as I've got a couple of other projects to do. One which is a character for UT3 and a Dragon (Only Concept is done).
Just been playing is shader settings and lighting set up, the wheels and tyres have actually got a texture now, improved the spec map.
I've decided to do a scene for it, just a basic one. I want it to look like a some small back alley road with a big enough door that a vehicle could enter it. I've made instances of it for reflection purposes.
I didn't have much in mind to for doing something along the lines of that boxes pic
I've made the scene for, worked on the lighting and worked out camera angle.
For the roller door I made a tilable texture, I've uploaded a 512x512 version of which anyone can use. Chances are when I want a use a similar texture I will most likely make another and since I rarely make man made tilable textures I need the practice.
If you dont have this for a particular poly limit (ie game limit) then I would recomend just rounding the headlights off, cars can be low poly and still look details, this car has great areas but those low poly cylinders just take away from any compliments the car could really have on its own.
The proportions a good, the camera focal length is at 42.8 (Maya standard is around 35) so that might be throwing you of, ride height is about right for a standard 2L Escort but I'm not sure if the European RS2000 sit lower, the Australian RS2000's is the same as a normal 2L Escort. Most of my references are of the Australian versions, both 2 dr's and 4 dr's.
The picture I've uploaded has both a Euro RS (left) and Aussie RS (right) the Euro RS has been modified alot and lowered, the Aussie RS was standard with its ride height untouched.