Importing causes odd rotation and scaling numbers

I'm having problems with models importing into Unity with odd rotations and scaling numbers attached to them. The model I'm trying to fix is a car. Whenever I import the car, the tires are set to ~7 scale, the brakes are ~10, and the car is ~.3. Rotations are also really odd; nothing is zeroed out. I noticed the car from the unity tutorial imports in a nice easy zeroed rotation and with all scales set to 1.

My primary question is this: are there certain standards I should be following in regards to creating a model for use in Unity to prevent issues like this?

I found the answer (at least in 3DSMax). If you reset the transform and rotation (under the heirarchy tab) it prevents a lot (but not all) of the odd numbers you get. Just be careful with resetting the rotation as it can cause some problems when importing.