Looks good. Rather 'soft' white look too it (like behind the cockpit), but it looks quite good. Probably just the lighting. Hopefully the tires will be a bit more lighter to see, with a nice bump mapped texture too it.
Try and match the real wheel design too. They have OZ wheels and they are more of a titanium silverish color (brushed aluminum I think its called?). Chrome on an F1 car just makes it look like a toy
That is all I can see so far, other than that, good work
... Eh ... I don't think I know how to do that, but I'm willing to learn ...
I'll take alook at the material editor, that seems like a good place to start.
[edit] Nope, I don't have a clue where to find that one.
I see what you have done. Nuse, he HAS applied a material
If you look at tyre.dds you'll see it's white. What you need to do is make that tyre texture a layer on top of a dark grey (tyre coloured) layer. If you set the tyre texture to 'Multiply' it'll make the texture look more tyre like. Save the file as tyre_render.dds or something so as not to mess up the original.
In 3DS you then use tyre_render.dds on the model and hey presto better tyres. Then the hard bit starts - making them smooth, with reflections, shininess and real 3D tread...
or assign it as a bumpmap rather than a diffuse map and then adjust the diffuse colour to create the tyre colour you want as seen here (I did those as a displacement map, but displacement or bump will enable you to control colour with the diffuse swatch ).
I'm going to be trying to make a nice BF1 scene tonight..
But I still get confused by the Multi/Sub materials... My brazil scene ended up with about 50 different multi/subs under 1 big multi/sub.. Needless to say it was all a bit of a mess