What I will outline here is the method I used
to create my 13" RS alloys. This is not the only approach
- but for 4 or more spoked wheels it is quite useful. It is
not intended that this is a step-by-step guide, more to show
the methodology of my approach.
Firstly starting with the wheel, I had an original copy.
The more reference pics the BETTER !

But I was lucky enough to get a pic of the wheel almost straight
on, and it is this pic that I will use as my guide:

Make as sure as you can that the centre of the wheel in the
pic is in the actual centre of the Pic - Use Photoshop guidelines
to position the wheel in the centre of the pic. Now, starting
MAX I load a cropped version of the above pic into the Views
- Viewport Background (no need for this pic to be huge, it
only needs to be at least as big as your viewport). Make sure
you Lock Zoom/Pan - This means that the PIC will be locked
with its centre at 0,0,0 and we can zoom and move around and
the pic will follow - VERY HELPFUL !!
With the background loaded and Lock Zoom/Pan on, we can zoom
in a little on one of the spokes. I created a simple pane
object with a few sections and converted this to an Editable
Poly - moving the vertices to get the pic below. IMPORTANT
: At this point go to the Hierarchy Tab and select Pivot -
Affect Pivot Only and with the move tool selected press F12
and enter 0,0,0 for the positron. This means that the centre
of rotation for our Patch is around the centre of the wheel
- we NEED this for later.

Now another important part, as I am modelling a quarter of
the wheel I know it will occupy 90 degrees of rotation. So
that I know where to model to, I have the centre line (straight
up and down at 0,0,0) but I have also added a 45 degree line
to show the boundary of my segment. I do not need to model
outside that guide. (with more spokes this angle will be lower)
I have also added a few circular guides (again centred at
0,0,0) for the outer rim of the alloy. I ticked render in
viewport to make them very clearly visible.
Thinking a little ahead try and make your quads regular,
and control the size of them to control any curves. Try to
keep any lines that point from the centre line in a radial
way (like a star). See how the edge that runs along the 45
degree guideline ?

Apply a Symmetry modifier on the shape. One tip is
to make sure that ALL the vertices lying along the join line
should be exactly at x=0 - so that they will weld nice and
smoothly. This will now give us:

Don't worry that it doesn't line up with the background image
- as long as it fits with our circular guides !
And we can add a Turbosmooth modifier to that :

Switch off the Turbosmooth and Symmetry. We
can continue to model, using edge extrude, moving vertices
etc. You can see that I used some circular guides for the
bolt holes with the centre of those circular guides lying
on the 45 degree guideline :

And with the Symmetry modifier back on :

And with Symmetry and Turbosmooth modifiers
on :

Switch the Symmetry and Turbosmooth modifiers
off and continue to refine the shape - try and put as much
effort into this part - it is MUCH EASIER to add the detail
here than when we join the wheel - YOU HAVE BEEN WARNED !
At the very least save many versions as you progress.
I refined the shape to this :

Save your Scene before doing this step ! So that you can
go back and change anything.
Delete Turbosmooth from and Collapse All in
the Modifier Stack.
Selecting the Front view, select Tools - Array. Then
use the following values, rotating about the Z axis in 90
degree increments a total of 4 times, Instances and Show Preview
:

Now, because your other spokes are instances any last minute
adjusting of the shape need only be done on one 1/4 segment
and it will be adjusted on them all.
I got this :

Now all that remains is to Attach the segments to each other
and weld the vertices - this can be done manually to make
sure, or you can select the join lines and Weld Vertices (using the tolerance settings on the tool to restrict what
gets joined together).
I actually did an Array to just 2 parts (a half wheel) and
joined them together by hand because I had some closely chamfered
edges that I wanted to be sure were correctly welded - then
Array that half one more time. just to minimise the amount
of times I welded vertices
With the wheel finished add some bolts, RS wheel cap, tyre
and textures :

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