By default I load everything like this
for(int g = 0; g < faces.size(); g++)
{
    glMaterialfv(GL_FRONT, GL_SPECULAR, materials[g].Ks);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, materials[g].Kd);
    glMaterialfv(GL_FRONT, GL_AMBIENT, materials[g].Ka);
    glMaterialf(GL_FRONT, GL_SHININESS, materials[g].Ns);
    Texture t;
    getTexture(&t, materials[g].pict);
    glBindTexture(GL_TEXTURE_2D, t.texID);
    glBegin(GL_TRIANGLES);
    for(int f = 0; f < faces[g].size(); f++)
    {
        glNormal3f(normals[faces[g][f].vn1 - 1].x, normals[faces[g][f].vn1 - 1].y, normals[faces[g][f].vn1 - 1].z);
        glTexCoord2f(texCoords[faces[g][f].vt1 - 1].u, texCoords[faces[g][f].vt1 - 1].v);
        glVertex3f(vertices[faces[g][f].v1 - 1].x, vertices[faces[g][f].v1 - 1].y, vertices[faces[g][f].v1 - 1].z);
        glNormal3f(normals[faces[g][f].vn2 - 1].x, normals[faces[g][f].vn2 - 1].y, normals[faces[g][f].vn2 - 1].z);
        glTexCoord2f(texCoords[faces[g][f].vt2 - 1].u, texCoords[faces[g][f].vt2 - 1].v);
        glVertex3f(vertices[faces[g][f].v2 - 1].x, vertices[faces[g][f].v2 - 1].y, vertices[faces[g][f].v2 - 1].z);
        glNormal3f(normals[faces[g][f].vn3 - 1].x, normals[faces[g][f].vn3 - 1].y, normals[faces[g][f].vn3 - 1].z);
        glTexCoord2f(texCoords[faces[g][f].vt3 - 1].u, texCoords[faces[g][f].vt3 - 1].v);
        glVertex3f(vertices[faces[g][f].v3 - 1].x, vertices[faces[g][f].v3 - 1].y, vertices[faces[g][f].v3 - 1].z);
    }
    glEnd();
}
It was very very slow so I decided to use assimp. 
The model itself is loaded well.But they don't have any textures at all(well something like color exist)

I load materials like this
 for (unsigned int i = 0 ; i < pScene->mNumMaterials ; i++) {
    const aiMaterial* pMaterial = pScene->mMaterials[i];
    m_Textures[i] = NULL;
    //GL_SHININESS GL_SPECULAR GL_DIFFUSE GL_AMBIENT
    if (pMaterial->GetTextureCount(aiTextureType_DIFFUSE) > 0) {
        aiString Path;
        if (pMaterial->GetTexture(aiTextureType_DIFFUSE, 0, &Path, NULL, NULL, NULL, NULL, NULL) == AI_SUCCESS) {
            std::string FullPath = Dir + "/" + Path.data;
            m_Textures[i] = new Texture();
            if (!LoadTGA(m_Textures[i], const_cast<char*>(FullPath.c_str())))
            {
                printf("Error loading texture '%s'\n", FullPath.c_str());
                delete m_Textures[i];
                m_Textures[i] = NULL;
                Ret = false;
            }
            else {
                printf("Loaded texture '%s'\n", FullPath.c_str());
                glGenTextures(1, &m_Textures[i]->texID);
                glBindTexture(GL_TEXTURE_2D, m_Textures[i]->texID);
                glTexImage2D(GL_TEXTURE_2D, 
                                0, 
                                m_Textures[i]->bpp / 8, 
                                m_Textures[i]->width, 
                                m_Textures[i]->height, 
                                0, 
                                m_Textures[i]->type, 
                                GL_UNSIGNED_BYTE, 
                                m_Textures[i]->imageData);
                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            }
        }
    }
}
I set aiTextureType as diffuse, but in my .obj file there are also shininess, specular, ambient materials.
I draw everything like this
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
for (unsigned int i = 0 ; i < m_Entries.size() ; i++) {
    glBindBuffer(GL_ARRAY_BUFFER, m_Entries[i].VB);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(TVertex), 0);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(TVertex), (const GLvoid*)12);
    glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(TVertex), (const GLvoid*)20);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_Entries[i].IB);
    const unsigned int MaterialIndex = m_Entries[i].MaterialIndex;
    if (MaterialIndex < m_Textures.size() && m_Textures[MaterialIndex]) {
        glClientActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, m_Textures[MaterialIndex]->texID);
    }
    glDrawElements(GL_TRIANGLES, m_Entries[i].NumIndices, GL_UNSIGNED_INT, 0);
}
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
So how to load other types of materials?
                        
Since there was no answer here,
http://assimp.sourceforge.net/lib_html/material_8h.html#a7dd415ff703a2cc53d1c22ddbbd7dde0