Thanks Gabby.
Upon opening the .b3dm files generated by FME, I found a piece that determines the color used in the mode:
"diffuse":[0.8,0.8,0.8,1]
After some digging it's referring to gltf's material properties, and we can in fact change it. Interestingly 1.0 is not the maximum value, and when we use values like 2.5 ([2.5, 2.5, 2.5, 1]) we get something bright. With some experiments this is the only thing we can change. FME does not seem to allow us to change it from within the software, so right now we use another application (Notepad++) to do a batch find&replace.
The next thing I did was to compare what's inside the NYC .b3dm files. Here is what I found (along with more questions):
1. it also has a few "diffuse" values, but also some "technique0"... is it something that works like a look up value? If so, where is that value defined?
2. at the very end of the file there is a "main(void)" function. This reminds me of something I saw in a .glb file that has its own control of how the model is rendered (e.g., vec4 ambient). How is it related to the overall rendering of 3D Tiles?
Pardon me for my questions regarding this as I'm not familiar with materials and rendering. If there is any resource that can help me understand feel free to let me know.
I've also sent Tim an email regarding access to the conversion tool. Thanks for the link to the contact page.