This is most likely a gamma problem with bringing in 8bit textures. Linear workflow solves this issue.
Also make sure default lighting is disabled under the render globals at the bottom of the common tab, then add a single light to your scene.
But yeah I can’t stress this enough, linear workflow is probably the most important step before learning anything else with mentalray.
It resolves a lot of beginner issues with lighting, and problems you’re likely to encounter if you don’t use it. Such as textures being blown out, overall image being washed out, lights contributing in unpredictable ways. Its really simple to implement, and willl make lighting much less of a headache.
There are tons of threads about it here on CGtalk, so just do a search if you want a better understanding than my quick explanation.
But basically the problem arises because 32 bit renderers like mentalray, vray etc work in a gamma space of 1, when doing all their math and calculations. But 8 bit image formats like jpegs, tiffs, pngs etc have a gamma of 2.2 baked into them to display correctly on monitors. So when you bring in an 8 bit image format into mentalray, the math gets all screwed up because its doing all of its lighting calculations etc as if the input texture is at a gamma space of 1 when infact it is at a gamma space of 2.2 . So the math behind the scenes will be doing stuff like 1+1=5 causing lighting to become blown out etc.
Linear workflow is… applying a degamma to all of your input 8bit textures by the inverse of 2.2 to make all of the colour in your scene linear, at a gamma of 1. Then applying a gamma correction of 2.2 to the final image to display correctly on your SRGB monitor.
Here is a simple 2 step guide to linear workflow in maya by djx … http://www.djx.com.au/blog/2010/03/07/maya-linear-workflow-in-two-steps/