Edit: New preview image ( realtime rendering by this game http://code.google.com/p/vdrift-ogre/ )
This blend file is based on VeTi's amazing Lancer Evolution IX, published on blendswap under CC-BY-SA:
I've done a more or less complete retopology of all the meshes and unwrapped them, as well as converting many of the details into a texture instead of a mesh. I'm considering it quite low-poly now and perfect for the use in a game engine (not necessarily BGE).
The model is split up into seperate meshes for the body, interior, glass and wheels.
The textures include diffuse maps, normal maps, specularity maps and reflectivity maps.
Specularity map has the specular colour in RGB channels and shininess exponent in A channel.
If you're using this in a game engine, I recommend to apply a cube mapping shader on it.
You can use the reflectivity maps as a mask for the cube map (it specifies which parts are reflecting and which not)
Also note that I've split up the diffuse map of the body into body_red.png and body_add.png.
body_red.png contains the parts that have car paint on them, while body_add.png contains all the other parts. So you can easily change the car paint's colour by just editing body_red.png.
(For convenience, there is also body_diffuse.png which is just body_red.png and body_add.png merged together)
If you use this in a game or something, please send me a message, because I want to see it :)