You can try breaking the mesh up into smaller pieces. Max draws lots of objects better than 1 big object. Even if the total polycount is the same. Also this way you could hide the bits you're not working on.
Top tip of the day™ - Metallic (or electrically conductive) objects have a colour specular map, generally a similar colour as the diffuse. Non-metallic objects tend to have a white specular map (or even an inversed diffuse map in the spec'). :)
Try this trick. Sometimes it helps. Select your object, add a meshsmooth modifier on top, set the iterations to 0 and collapse the modifier to poly. In this way you reset the object normals. Then you have to set the smoothing groups as you need.
To give you an idea, an asset from A to Z, depending on the asset and style, from one afternoon for a small object to a week for a hero object.. A few weeks (3-4) for an important building. But all that's env related, not sure you're aiming at that.
There's also the "box trick"(I'm not sure if there is a better name for it). Where you create a box, align it to your old objects, then attach the problem object to it then delete the box element. That usually works for clearing out any bad data too.
@.Wiki When duplicated the surface of the new object is in line with the original, creating an effect like below. Are you saying that the effect is only visible in the workspace? Now if I scale the second object slightly (-0.05) I get the desired result
I have a script in my turboTools that breaks up elements into objects. I also have a script that lets u select many objects then click another one to make them instances of that one. There are also similar scripts on scriptspot.
the whitish orangy background is killing it - blowing out all the detail in the object, get a darker background or a blueish background to help the colours on the object come forward. Nice model still a bit clean in some places on the texture eg the doors
I wouldn't use multi sub object if I wanted everything to use one texture sheet , Multi sub object is only used when you are using more than one texture sheet and possibly tiling right?
Commander Keen wrote a quick maxscript to fix this for us at work: http://dl.dropbox.com/u/102956/UVColorFix.ms It will automatically switch any objects you click on to be white. Don't use this if you like using base colors to distinguish objects.