You only need the bones. Not the controllers. Make sure that the editable poly is not in sub-object mode. That's what usually stumbles my students. Simply click the modifier below the Skin if its in subobject mode then go to object level and then go back to skin.
Worked more on the proportions and replaced 2 of my placeholder objects, with the lowpoly, uv and normal mapped ones. My plan is to do all the objects with normal maps only before starting texturing, so I can do all the texturing at once.
I don't know in what your checking result but it's a better idea when still being in WIP, to work in flat light or self illuminated the object, it will gave you a better view of what you're really painting, rather then a really dark object.
So in, max you can paint a spline on the surface of any other mesh or a collection of meshes. It's a bit like object scatter but leaves behind a spline instead of objects. There are a few scripts that do the same thing. https://www.youtube.com/watch?v=ZwHJgfdOFDw
The way your textures are placed on the objects feels very tiled, you should try to incorporate the shape and natural wear locations on the object. Like edges are naturally going to be more work than the main flat section and the wear on that would not be so uniform.
think that more about bringing in whole levels or multipart objects and not one single object with 1mio poly... a car for example hast hundreds of parts and all togehter about 250k poly... you could now send a car over in one go...
one more thing, if you baked your object space normals in max, do you have to invert something for it to work properly? I tick invert y for the normals, but not sure if it does anything for the object space normals or if its even an issue.
do you have all your objects together as one mesh before you export them? perhaps I'm not following something. bring in each object you want on it's own in it's own obj. Let me know if this clears anything up.
If you're object has modifiers and you're working on the base level, the snap doesn't work right. A specific example would be working on an editable poly object with a turbosmooth modifier. Snap will only work correctly if you temporarily turn off the turbosmooth modifier.
1. aligning geometry with buildings made in radiant 2. creating geometry that snaps to a grid so the object's bounds are exactly on that grid when exported to radiant 3. applying an FFD and snapping it to the grid to make an object's bounds rounded to the nearest grid unit.