Mesh material settings are dependent on the game and engine(s) used, which is why there are no specific tools that let you load up any kind of mesh file and take the referenced data from it.
Such a tool will have to cover a broad area of material formats, or expect custom ones. If you are working with OBJ files, for example, the editor will have to be able to read a .mtl file to load all diffuse maps, specs, normals for the object materials. If it's an .fbx mesh, that's even more involved. Does your 3D modeler haveWill you use a generic namenaming scheme in your 3D modeler for basic material attributes or do you need custom attributes? You're
In short, you're basically asking for an editor that has a content pipeline that has a content pipeline that can handle every possible modelany arbitrary material format, and that's more of a programmer's problem, which is why custom developer tools are needed/created.
The best you can do in Photoshop is using NVIDIA's plug-ins, which include things like converting grayscale bump maps to normal maps or DXT compression with built-in 3D previews.