It’s a really nice model btw, the polycount I think could do with coming down a bit as its a little high
Where you can save polys is in the wheels and the wheel arches, generally all the curvy bits will be chomping up most of the polys. Another thing I noticed is there are a lot of 2 sided polygons, you can just make them one sided and then use a shader to make them 2 sided, as the model will be drawn far more efficiently in engine this way. Take a look at the blitz truck from goldrush and radar for examples of this.
Anyhow to the problem… I’ve taken a look at the normals in max and they seem fine to me so I don’t think it’s a problem with them. What I’m pretty sure it is, is because the texture UV’s aren’t correct. It looks like the model is planar mapped from the side in the unwrap, making the texture stretch across those surfaces causing the error.
Here’s a good tutorial for the UV tools in max (which I’m assuming you are using) which should show you where you are going wrong:
http://www.planetquake.com/polycount/cottages/bk-coffeehouse/tut-max-mapping.shtml
Again as a point of reference, take a look at the unwraps on some of our map models to see how best to do it, you can import the md3’s into max with a max script and take a look at the UV’s.
I hope this helps
-Fluffy_gIMp