This is a pretty large topic. Car models are usually done using blueprints (if there are good blueprints where views match/align without distortion) if there are no blueprints, camera matching is used. What style, how many polygons, what type of textures , how many textures, what it's roll will be (is it hero car, is it static model, is it cutscene model etc.) depends on the hardaware on wich game will run. When we come to the hardware anything goes, all "old school" methods are pretty much still alive today. For example, if you want to do a car in pbr, you need 7-8-9 textures in order to look good and that need memory, and if platform is mobile phone you usually don't have that memory so you have to be creative. Some designers mix styles, some use "old methods" some write custom shaders etc. When it comes to games, main goal is to look as good as posible and at the same time to run as best as posible on dedicated platoform/s. Game model that run best on everything doesn't exist. If you are asking about game models that will sell here, people usually use unitiy, unreal as their reference engine and start from there. Now days is popular method of baking normal map of the entire car as you mentioned in your post, that normal map can be used anywhere on anything that supports normal mapping this is also done if game studio have time and resources to do it. Imagine you have to do 50 high poly models of cars and you have about 20 employee. Not everyone is Ubisoft and Rockstar. As I said this is pretty large topic it's better to contact me via private message if you have question, it's better than me writing "articles and books" here on the forum. Good luck.