Reflection Windows
Hide the body and un hide the windows. If you've got windows on the opposite side you do not want these to be included so a workaround is to give the geometry you do not want to include a black surface shader. The 'facing ratio' node can come in handy when adding reflective materials to create a fresnel effect (e.g. windows). It's very fast and very user friendly.
Steven Chans' Facing Ratio Tutorial

Window reflection pass
Specuarity Windows
Same way you did main body specularity. This frame showed no specular window action so I dropped the image.
CG object to ground shadow
For a complex light setup this may require a bit of tweaking but for a sunny day situation it should be pretty easy to locate the direction of the shadow. The 'shadow' preset usually works well for this but keep in mind, if you're using ray traced shadows, to change the render to mental ray or turn on ray trace. Remember to include the ground plane and the additional scene geometry to give the illusion of shadow being cast on all the elements on the background plate.
The shadow pass may be all black in the render because this pass only affects the alpha channel. Remember to disable the additional geometry from casting shadows as well as disabling the CG element from casting shadows on itself which can be done by breaking the light linking between the light and the object or, as in this case, using the 'render stats' to set up a render layer override disabling it from receiving shadows.

Alpha Channel of the shadow pass
RGB matte pass
This pass is to 'cut out' the different rendered pieces. If we for example rendered out the wings in a separate pass and composite the wings and the body together we would loose the overlapping information so the whole body would be in front of the wings or so that the wings would be in front of the body. This is a handy way to "restore" the information.

RGB pass
Wings
When I rendered the wings I wanted to do each wing separately because of long render time with motion blur (something I decided not to include but I'll get back to that). I had to include the image plane to get the transparency information for the wings so the alpha channel became useless. Let's have a look at the diffuse pass.

Left wing render

Right wing render
Now we want to extract the wings from the background and to do this make a pre composition and add the wings as well as the RGB pass but make this invisible. Use the RGB-matte render to to set different mattes and get rid of the background information

Setup to extract the wings from the background
Now hide everything exept the wings and render all the render layers again with only the wings visible. Use the technique above to extract them from the background if needed.
Diffuse Wings

Diffuse wing pass with on black background
Wing Specularity

Specular wing render
Wing Reflections

Wing reflection from environment
Next Page (Compostitng) >