The information you need is kind of broad, but I'll try to give some pointers.
Textures:
Take some pictures of real tires and wheels and use them as texures. Take pictures from the side and top of tires. For the tires use a different texture for the tread area, then another for the side walls. For the tread, you can use a couple of rows of treads and then multiply them in the proper direction to create the rest. For bump mapping, make a serpate map and make definite light and dark areas. Use layers in Photoshop to be sure both maps line up together. For the bump map, bes ure to turn off the texture color by turning blending to 0. You will probably want to use cylindrical mapping for the treads.
Reflection Map:
For wheels you can make them reflective in material editor, then apply "Chrome2" from the default material library in Soft. Apply Chrome2 as a ray-traced reflection map. You can use other textures for reflection map, but remember this is just adding to the reflection of the wheel, which will also include the wheel photo you are using as a texture, as well as "real" reflections from raytracing.
Modeling:
Both the tire and wheel can be modeled with a surface revolution. Imagine the wheel and tire sliced in half from top to botton, right though the center. Then create one half of the cross section shape, and then revolve it around an imaginary axis that would be the shaft of the car. You can make holes etc. in wheel with Draw/TrimNURB surface, if you are using NURBS. If polymesh you can do booleans. Another method woudl be to use an alpha transparancy mask, by makng an alpha channel in photoshop depicting black where you want to cut holes etc. Then in texture dialog, specify the texture Map Component as Alpha Channel and the set transparancy to 1. Use -1 if the opposite portion is removed. Note you will only see alpha channel transparency when you render.
Hope this helps,
Urp