http://www.3drender.com/light/3point.html
gives you basics about keylights and fill lights
http://www.newtek.com/products/light...ng/index2.html
for outdoor scenes i fake GI using a lightdome like described here
http://pro.wanadoo.fr/benjamin.chape/tuts1.htm
I use a greyish color for the light with a slight blue tone. For sunlight i use a warm yelloish light. lightdome should be made of instances of each light so changes effect all lightdome lights if your 3d application allows this.
Since my glas materials are usually standard materials and not raytrace i turn off shadow casting in the object properties for all glass.
lightdome shouldnt produce specular highlights so turn off that option.
ambient lightning is right when object looks like it would be standing in a cloudy enviroment with no direct sunlight at all. after that add the sunlight with stronger contrast and yellow tone. give the light quality shadow map or raytrace shadow values.
The rest lies all in the materials and their reflections ( go through the free hdri texture resources. If your proggie cant handle hdri images then convert them to "normal" bitmaps and use that instead.
If your application does not know falloff maps you still could control reflection with radial gradients.
Add some very low valued proceedural noise map to your bum channels to simulate some imperfections in the surface (no reflection is perfect)
Lem