Well he's saying that when he presses 0 that nothing shows up, so you have to assume he means the RTT options box thing. Try resetting to the default layout.
You've accidentally hit "O", which toggles Degradation Override. Press "O" (the letter, not the number) again to fix it. And maybe remove it from the keyboard shortcuts list, it's a bloody stupid default key
I used max with mental ray, with an ambient occlusion material. No lights, sample values at min 4, max 16. With these default settings, I get a lot of over exposed white areas.
I think it's Del by default, however if you hold CTRL and click on the "Frame" icon you can assign any hotkey to it (provided you're on 3.1 since you can't do this in 3.0).
Does anyone have texel density script, which would adjust texel for all selection, but individual shells individually? Default Maya Get and Set Texel tool creates gaps between shells.
Perna has it many years ago (around 2009-ish? during his 3ds Clean era), it's called Automatrix, auto assign grey material and dark wireframe to any object created by default.
Well, not really, unless there's one by default in the scene, but i didn't notice it. I guess i'll just remove nodes one by one untill i see what makes the difference.... tnx anyway!
By default 3Dsmax use small size texture map for display in the viewport. Try to go to View->Viewport Configuration->Display performance and put like 4096 pixels in the "Texture maps" field. Could help
I'm guessing that the 'mechanic' character is merely a placeholder, as it's the default character asset included in unity. Looks like a decent start so far guys, I'm liking that plateau terrain going on in that second picture.
It might be worth verifying that the FBX plugin is loaded - I believe it's possible to disable it by default, and if it's not loaded that could be why the export is failing. There are plugin manager script functions to force the loading of any known plugins.