The car looks good so far. What I would try to do is avoid triangles as much as possible to make it look more smooth.
As far as polycount goes... I plan to make some cars in the near future too so I started doing some research last week. Apparently all that matters these days is how smooth the car looks
You'll find at this link some info about polycounts in games:
rsart - Rick Stirling, games artist » Blog Archive » Yes, but how many polygons?
Not sure how true those are but an article from someone at Bizarre Creations (
Bizarre Creations in "we are liars" shocker. - Bizarre Creations) confirms that the polycount for cars in racing games is huge. I guess the engine can take that and people are not making the effort to cut unnecessary triangles. It's all about how good it looks. I bet most of the cars in games like this have a turbosmooth collapsed on them

We're talking here about the most detailed car in the game though... I couldn't find anything on the number of LODs used and their triangle count.
Back on topic... For a next gen car your model looks good and as I said in the first line of my post, try to avoid triangles. Don't try to match the polycount for nextgen games if you can make the car look just as good with fewer polygons. Use as much detail as you need around the round areas. The wheel arches are a little pointy in some places, same goes for the window and headlight outer border.