But do you understand that if I was able to make it happen... ie, reproduce the steps myself... this would not be a problem for me, and I could just submit a bug report with the steps and keep going with my work? The intent of my original question was primarily to see if this was already a known issue with a known fix or workaround or a known cause.
For what it's worth, it seems to involve errors with the mesh related either to previously flipped normals or unwelded verts, possibly artifacts in the OBJ.
One thing I noticed, that may be of help in reproducing: this mesh was one of the occasional meshes I get that crash 3DS Max when trying to attach another elements. Select one element, click the attach button, click on another separate element, Max crashes (sometimes attempting to save a copy). The fix for that is to convert the original element to Editable Mesh, attach the new element, then convert back to Editable Poly. After doing that, Max no longer crashes when attempting to attach a new element to that object. Once I converted to object to Editable Mesh and back to Editable Poly, it also stopped doing the weird shading thing in Painter.
As I said in an earlier reply in this thread, the model was 90% simple boxes. No real way any of that could have gotten fouled up. However, the trim pieces were extruded splines, one of which initially extruded with flipped normals (which I flipped back), and which were bridged together. There could have been unwelded vertices in one of these areas the first time the mesh was exported, but I don't think there were. When I checked later, element-by-element, I found nothing unwelded. But I'm almost certain the root of the problem was an error in the original OBJ export. That first export imported into Painter with the weird shading/lighting issues, and also imported back into a different Max scene with several faces triangulated and the vertices broken so that one previously welded object had become two or more broken elements. That's when I first checked the model in the source scene for broken welds without finding any, and unified the normals even though they looked correct, and basically went over all of my other troubleshooting steps. Eventually I got the OBJ to import back into Max without being triangulated and broken, but it wasn't until I did the convert-to-mesh and then convert-to-poly that it started working properly in Painter.
Anyway, I got this particular model to work properly after some messing around. If I have time later I will attempt to reproduce the problem, or at least attempt to locate a model in my library that has the same issue in Painter and see if my steps to fix it work on that one as well, then report back here. If you're inclined to see if you can reproduce it yourself, I plan to start by exporting a mesh with broken welds and another with a single flipped normal, to see if that causes it. But I suspect the cause is somewhat more complicated than that and, as I said, related to whatever bug causes Max to crash when attempting to attach objects in Editable Poly. Also, for what it's worth, I am working with Max 2016 and the next to most recent version of Painter (I have an update available but haven't installed it yet).
Thanks again for the help.