If the bump is still to extreme double click the image node for the bump texture and select the adjust tab, click the enable effects button and adjust the gain and brightness of the texture to something like the image below. (This is a lot quicker than going back into your paint program and making adjustments) Apply a cubic projection to your car if it’s one object. If you modeled the car as separate parts apply cubic projections to each part of your car and scale them so they are perfect cubes and all equal in size. When your finished your projections freeze the modeling to avoid texture swimming if you animate your model.
Connect the bump texture directly into the diffuse port of the phong shader (Make sure your viewport is set to shaded) and double click the bumpmap generator node then select the advanced tab. Change your texture repeats to 50 50 and 1. You should be able to see the repeats take effect on the surface of you model because you have the texture plugged directly into the duffuse port of the phong shader. Once your happy with your repeats unplug the bump texture from the diffuse port of the phong.
You can now adjust the color of your phong to change the color of your car or connect a texture map into the diffuse and ambient inputs of the phong.
Depending on your lighting setup (I’m using GI and FG with a sky dome here) your renders should look similar to the image below.
Thanks to the Shaddix at sector-41.com for his assitance in putting this tutorial together, and thanks for reading and happy shading