Put the bitmaps into one material and apply it to the whole model If you want the occlusion to behave like occlusion simply plug it into the right channel, If you want to multiply the occlusion over the diffuse you'll need to composite the two textures in the material before plugging them into the diffuse slot.
I keep setting the diffuse and occlusion maps to separate UV Channels, however it does not appear to have any effect at all if I switch between the channels shown or on the editable poly, setting the Ambient Occlusion texture I have to the Ambient map in the 'Maps' menu in the Material Editor does not appear to have any…
Okay, so I opened the Channel Info Tab, and I can see that the two channels are mapped to different UV Maps: When you say "Max viewport doesn't show 2 UVs at the same time" I'm assuming you mean that I cannot display both of the textures overlayed over each other in the model preview. So, I assigned the Ambient Occlusion…