Car paint, although shiny, doesn't really have an specularity to it. You should turn off the specular highlights and modify the reflections fresnel. The reflection seems to completely turn off on the parts of the model that is closest the camera, in real life, a car is pretty much reflective no matter what angle you are looking from. Also I see you added metallic flakes, they look very good, but remember that they will distort the reflection ever so slightly.
metal flake paint is a two layer material. The bottom layer is a glossy reflection with a slightly darkened diffuse color, the top layer is a clean fresnel reflection.
You can do this in real time a few ways. The easiest is a broad low intensity specular highlight to simulate the flake layer and then an HDR cubemap ontop. The better option is to use two cubemaps, one blurry version and one sharp version blending on top of each other. The blurry version will look best as a lower resolution copy that has been manually blurred rather than using a lower mip stage.
Also, you should make sure to get your diffuse lighting from an ambient cube matchign your reflection. That will help keep it from looking too bright.
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You can do this in real time a few ways. The easiest is a broad low intensity specular highlight to simulate the flake layer and then an HDR cubemap ontop. The better option is to use two cubemaps, one blurry version and one sharp version blending on top of each other. The blurry version will look best as a lower resolution copy that has been manually blurred rather than using a lower mip stage.
Also, you should make sure to get your diffuse lighting from an ambient cube matchign your reflection. That will help keep it from looking too bright.