It seems, that You just threw in the models, textures and done. - make prefab for every model (because noone ueses fbx on scene) - make new materials and assign the right textures - assign the materials to models/prefabs Hard to tell, what is wrong, without print screen Your project hierarchy.
@Nathair23 I do not want to hand paint,all the channels, i just want to assign already made materials, and make 1 texture out of everything to assign to my model.And I do not use substance painter for now so i am trying to find another way
As i never did this before i have one more question regarding the environment probe: Do i set only one environment probe in the middle of the level and assign this cubemap to all objects, or do i set one environment probe for each object and assign it to the related model?
Seems like a way around it is to not assign materials in the load screen. Instead, wait until you've created your base and then assign the materials. That's how I got around the warning message. Note that you'll need to refresh 3DO.
I have an old script that works well for this. With an object selected it will refresh all materials assigned to that object. With nothing selected it'll refresh all materials. I have it assigned to a hotkey. http://dl.dropbox.com/u/1889770/alexxUpdateFileTextures.mel
I'm afraid there is no other way of changing the hotkeys. But it's not really that complicated, you will just have to assign hotkeys and accept if there's other functions being used by that key. Most of the time you won't be using these functions that are assigned by default anyway.
Maybe I'm misunderstanding you. I usually just assign a targa to the color slot in the Attribute Editor and it auto assigns the Transparency. Like in this video: https://www.youtube.com/watch?v=0-Zrx62EmMM&feature=youtu.be&t=12m30s
So I took some time and reduced the tri count to approx 6,400. I could've done more but this assignment but it's due for a school assignment soon (yadda yadda yadda - no excuses!). I will be posting a normal map soon.
It sounds like you've just got duplicate assignments. To get rid of those simply select each object (in "Object" mode) in turn and delete the unwanted (sub)materials from "Material" Properties list - if you want to make each duplicate assignment unique do what Zwebbie said above.
in max 7: go to customize > customize user interface... the 7 key, by default is assigned to "poly counter" and will display your face count in your viewport at the top left. you can assign a key to "tri counter" for a more useful polycount display. left is "poly counter" right is "tri counter":