I can't see any links to your example, but the answer really depends on what the intended use of the model is. Yes, most vehicle models start out life exactly how you suggested. They model a low poly profile against some reference images from the front, side, top, and back of a car. From there, the model can be refined with much more detail. The interior can be modeled, or it can just be low poly with normal maps to fake the inside details. If the model is for a AAA game, then the polygon budget can be higher, especially if the inside of the car will be shown in real-time close-ups and actual gameplay. Even in AAA titles, there is almost always a "polygon budget", even for hero models but normal mapping and other techniques can make up for the lack of geometry these days.
If the model is intended for more high end purposes, like TV advertisements or movies, then there may be no limit to the polygon budget because realism and true to life detail is the most important aspect. Since these models are being used for pre-rendered scenes with a renderfarm, most of the detail will be modeled. Also, concept cars are usually created with precision modeling in CAD software like Rhino, where every aspect of the vehicle can be reproduced to specific dimensions to be a digital clone of the real thing. Again, these models are not typically useful for real-time applications because the polygon count is way too high. These types of models would be created with NURBS surfaces instead of polygon modeling to provide the smoothest and most accurate curves, etc.