Ok, I've never really tried to light a scene in max before so maybe this is normal, but as far as I understand this, an Omni light is supposed to cast light in all directions. Maybe its just because I'm used to how lights work in Hammer, but from the results I'm getting, it looks like the lights are working backwards to…
Using omni lights might seem like a good idea because its a big ball of light, but you can get yourself in trouble quickly. They also can take a lot longer to render because they shoot rays of light out all over the place, even out into the void which turns out to be a waste of time. Direct and spot lights shoot the same…
Might be the viewport is set to use default lights? Try right-clicking the viewport name, go to Viewport Config, then unchecking the Default Light checkbox.
What materials are applied to those objects in the scene? If you're using custom DirectX shaders, they may not work with the lighting until you choose the correct lights in the material editor. If that's just a standard Max material then I don't know what's up, because the light settings look fine but the result is…
Awesome Vig, thanks for the help. They are just simple diffuse maps, so I don't think the problem is there. It might in fact be that the scene is too small, but I don't think so because I can zoom in at least one more level before the units are maxed. I can't re-scale the scene as I built it to fit the characters that will…