The body of the car where it arcs over the front tire needs smoothed out. Your's is lumpy, it should be a smooth circular arc when viewed from any angle.
Modeling package doesn't matter imo. In Maya just use smooth mesh preview (3) and subdivide your high poly (Mesh -> Smooth) before exporting it into xnormal.
I tried smoothing groups. I've never seen it before, and it looks like its a very useful function. ARe there times I should,should not , use smoothing groups?
More geometry, simple as that. You can use smoothing groups as well, but in real cars you never have these razor-sharp edges like smoothing groups create.
This is what I am trying to model out helmet wise, This is what I have so far. Got feeling people wanted to see more of a progress after a few of previous posts, I plan to make it higher polly and smooth out the smoothing groups.
I am currently in the progress of making a 3D head, any advice on my line flow, structure, etc. would be greatly appreciated. Reference Front Reference Side Front Smooth Front Wireframe Side Smooth Side Wireframe Under Chin Wireframe
If you start removing edgeloops you will need to rebake most likely as removing the edgeloops will change the way it smooths and normal maps are tied to how the mesh smooths.
if you are baking in xnormal make sure to check your export settings on your low poly and make sure you are exporting the smoothing information (smoothing groups)
heyho .. you need a bit more polys on the face if you want the smoothing to be.. smooth just optimice the body, then check ingame and tweak the face then. looks promising :)