Finally got out of bed, here are the correct images. Tidied up the edges and loops. The wheels still have the symmetry loop and there are a few edges that got cut in in the export.
That's one of the problems I face when vehicle modelling. To achieve quad topology I use swift loop in 3DS Max, but unless the mesh is built from different parts, you end up with edge loops all over the place, becomes very difficult to manage as well as messy and high poly in all the wrong places, I'll be watching this…
Would it be worth deleting everything in front of the windshield and redo-ing it in sections rather than as part of one mesh and cut right down on the loops? I'd probably do the same for the back too. I kinda like the way the rest of it has come together though. Thanks for all the feedback, it's really helping :)
Also, think about how stuff is made up in real life. It's very rare, even for vehicles that the whole body is just one solid piece. Take a humvee like this one for example: Lots of different plates and stuff welded together. Hard surface modeling is difficult as it is, no need to make it even more so by trying to make…