Yea Exporting whole scenes works fairly decently. If you name your materials properly and assign the correct materials to all geo then you wont have problems with the materials. The problem arises when you re assign materials in Unity, then re-import.
What does the shader network look like? Textures aren't assigned to objects. You assign shaders to objects and the texture is a property of the shader. Can you post a picture of the viewport with the incorrect shading?
Look up Layers in the manual. You can assign each level to a named Layer, and assign its lights to that same Layer. I haven't tried this particular scenario, but it should work properly.
When you are in the instance of the material, there is a checkbox next to the texture slot. You need to check this in. Then the parameter is enabled in this instance. Then you can assign a selected texture from the content browser, with the assign button.
Are you using different materials or to put it in better terms have you assigned multiple materials in max/maya/blender etc and assigning the translucent shader to the bits that are translucent? EDIT: Too slow.
so here's my first real try a making a character. the assignment in school was to make a small level and a character that can walk around in it. It's just under 6000 tris, since that was the limit in the assignment.
for a class assignment I'm creating a modular dungeon and wanted some help with critique and maybe a paint over for guidance. i have ref but still haven't fully decided where to take this. This assignment is due in 3 weeks. what i have so far: I'd like to make skull torches
Even assigned to the same bones you're probably going to have the animations stretching the back and front differently, and will have to assign different weights within the limits. Also take the different topology of the back vs the front into account I am not sure about the cape to be honest
i see.... its probably an issue with color/gamma profile. In photoshop, try assigning a color profile to your image. Under EDIT>Assign Profile. The most common one is sRGB IEC61966-2.1
Your textures are assigned to your UV map. Your UV map is locked to vertices on your mesh. When you scale faces, unless you check a certain box, your UV map will not be affected, because each corner of the face is assigned to a static coordinate in the 2D UV texture.