A bit of high density tri pinching in a few corners, but the model really does look very good.
About your chamfering- it seems that you chamfer your edges like 1. not 2., that seems to be not working well in a few places (outer edge of the front lower grille). You can of course always add more edges than 2., but I`d suggest that you always have atleast one edgeloop that is completley parallel with the last polyrow in the bodypanel that you want smooth.
The lower grill area you're talking about is chamfered like you have in 2 (if I remember correctly) but it needs some tweaking of vertices. It's an area I've already half redone to get the result you see now.
I hope to fix it soon, but hand in date is a few weeks away and there's lots to do. Currently the engine is too high in poly's. I'm going to have to up the poly count with the help of some sub-d and add a few more details, and also make a lower poly version, then use normal mapping from the high to the low. Which will be a fair amount of work.
There are a few pinches I'm not happy with, some may be fixed, some are just a compramise between bad pinching and having rounded edges where they're needed without upping the poly count too much.
I could spend a couple of months tweaking the modelling but in reality I have a week before I have to get stuck into making nice renders and writing a big report.
I've improved the area around the front grill.
Added a couple of badges.
Modelled the bits that would be on show if the rear wing was raised.
Taken the "mid poly" engine model and made a high poly version, ready for using to create a normal map for the lower poly version I'll be creating tomorrow.
Here's a small render with the high rez engine in place, just about ready for normal mapping. Just some more uv'ing of the low poly to do (which is a pain in the rear)
I've also worked a bit on the machined aluminium for the center console. It's still too reflective, but unless I find spare time at the end (yeah right ) it's not going to get a lot better.
Final poly count should be 90k. I had to take the original engine I created and make it into both a lower poly and higher poly version. This has helped get the poly count down to where I want it to be. I also recently optimised some of the interior, but there are still some details that could be added if I manage to get the poly count below 90k.
I'm currently waiting on my pc to render a normal map for the engine, it's not showing anything on screen, I just hope it's working.
I'm not too happy with the shaders yet, I'm stuggling to find info on Mental Ray. I'd really like to put some flakes in the paint for the metalic look but I'm just don't know enough about MR and time is very short.