This model was done with Maya for photorealistic rendering. The same qality level models are usually sold online on a price around 90 - 130$ so you are getting a product with a good quallity on a very low price. The exterior is very detailed and suitable for close up views, the interior level of detail looks good at 2+ meters. The geometry has baked vertex colors and vertex normals. Using the vretex colors depends on your workflow and engine requirements but If you use them you are not gonna need much or any ambient oclussion textures. The baked vertex normals ( mostly on the carpaint geo and the tires ) are for accurate reflections, it is important to make sure not to brake them if you want to maitain the same look. The geometry is optimized for use with game engines. As it is here the total polycount is a little over 300k but if you would like to optimize it further, if you bake the front grill and the tires this will reduce it down to 160k triangles.
When you open the scene it should look exactly as on the screenshot 5 above. *Before you open set up Maya vertical axis to Z up - Windows/Settings/Preferences/Settings - World Coordinate System Z *Download both files provided here extract them on your desktop. Place the .MA file in the folder with the textures and keep the textures folder name so that Hypershade can find the textures the first time you open the scene.