Just go for a bright color on the diffuse and make a nice specular map and use high glossiness values on your shader. That is, assuming you're going "next-gen", with specular and normal maps and such. If you're aiming for old school diffuse only I don't know what to recommend, really. ;T
Coming towards the end of this texturing, although I seem to get this annoying divide in my texture where the mirrored parts meet down the centre of the vehicle. I'm pretty sure it's not a seam issue and wondered if it was a lighting one instead, since it appears with three Omnis in Max and in Unreal 3 but not with a…