Enviroment map looks great, but there is a way make it look way better with some tweaking and to get rid of the old ambient.
a proper image based ambient lighting for both diffuse and specular.
specular is actualy just blurred enviroment map. (there is no difference in any calculations)
but addition of diffuse part would be awesome and sould be pretty easy.
it is MUCH blurried version of the enviroment map with texture cordinates taken directly from normals. (not view dependant.)
if you want it to look like movies (and im not kidding.)
add ambient occlusion term. per vertex should be enough and very fast.
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becouse all maps are pretty blurry there is no need for high res maps. (something like 256x256x6 is already quite overkill for specular and 32x32x6 for diffuse is plenty.)
and becouse we talk about ambient theres no need for HDR. 8bits/channel should be enough.
this method would give the metallic look, not a perfect mirror like normal enviroment map.
some links to explain what is possible.
about ibl and ambient occlusion.
http://www.andrew-whitehurst.net/amb_occlude.htmlhttp://www.debevec.org/IBL2003/http://www.cs.wisc.edu/~ltokheim/ambenv/exelent tool for creating maps and for blurriness reference if you want to do maps runtime.
http://www.debevec.org/HDRShop/