While I told you not to waste polies in the bucket thread, I have to say the opposite here. When a car plays an important role in a game (and in racing games it usually does) then people today expect photorealism to some degree. So I would at least smooth the mesh, or even better use more sides in the first place. This car is looking like a 200 hundred Tris or something. I think you should use 1000 or 2000 Tris for a nice car.
I use Max too, an older version. But I don't use Max's UV Mapper, instead I prefer the free LithunWrap 1.3 that is dedicated to UV-mapping and therefor allows to do much better, professional mapping. UltimateUnwrap3D is the sequel of LithUnwrap, but it costs a few bucks. It's one of the few tools that allows to import and export animated .B3D properly. LithUnwrap doesn't support .B3D (and it's discontinued due to UU3D) and when you export the mesh as .3ds, you need to load it in Max, weld the vertives (edit mesh modifier) and reset the smoothing groups (smooth modifier, eg. auto smooth), because Lithies exported .3ds is flatshaded, unwelded.
I use Max too, an older version. But I don't use Max's UV Mapper, instead I prefer the free LithunWrap 1.3 that is dedicated to UV-mapping and therefor allows to do much better, professional mapping. UltimateUnwrap3D is the sequel of LithUnwrap, but it costs a few bucks. It's one of the few tools that allows to import and export animated .B3D properly. LithUnwrap doesn't support .B3D (and it's discontinued due to UU3D) and when you export the mesh as .3ds, you need to load it in Max, weld the vertives (edit mesh modifier) and reset the smoothing groups (smooth modifier, eg. auto smooth), because Lithies exported .3ds is flatshaded, unwelded.