clean copper is best achieved by having a tinted reflection map. you can almost do it properly with a coloured reflection map.
However all this depends on exactly which kinds of shaders you have access to. Is your instructor going to be viewing it in max? are you allowed to export it to another engine like UDK or use something like marmoset?
Also post some picture of your results to get more specific feeback.
Don't bake reflections into a color map. Reflections are view-dependent, they need to change as the camera moves, or as the object rotates. You need a good tiling reflection map, or a cube map.
If you want the instructor to tumble your model interactively in the viewport, you'll need a viewport shader.
Probably this individual doesn't want people to see or learn from the archived post. If you come here ask for people's help, you should be ready to share the common knowledge.
If i was a moderator, your ass would be banned clean.
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However all this depends on exactly which kinds of shaders you have access to. Is your instructor going to be viewing it in max? are you allowed to export it to another engine like UDK or use something like marmoset?
Also post some picture of your results to get more specific feeback.
Very low (or even black) diffuse with a copper colored reflections, rather bright copper colored specular with low power.
If you want the instructor to tumble your model interactively in the viewport, you'll need a viewport shader.
Probably this individual doesn't want people to see or learn from the archived post. If you come here ask for people's help, you should be ready to share the common knowledge.
If i was a moderator, your ass would be banned clean.