Looks like you didn't do your normals correctly. If you use Maya, select the whole object and then soften the normals. I'm not sure with other softwares unfortunately, but others will be able to help with Blender or 3DS Max.
I've had this same exact problem on my first item...
I've even exported the model and textures to other programs, such as UDK, and there were no problems. Also, when I edited my mask textures, the effect lessened, but never really went away. Therefore, I believe the problem lies somewhere in the mask textures, OR in the import phase.
I solved the Problem^^ It really depends on the uv maps and not on the mask_1. I currently using 3ds max and just made a little offset in the uv-editor and it works:
So thank you for your help :-) But now ich have another issue, the glaive now spins wrong. I hope you can see the issue on this picture....
Just a guess, but maybe you should check your pivot axis. Looks like it's off by 90°. Not a Maya user, but if it's in the right position like the original weapon, don't forget your freeze transformations.
So, i don't know why, but it works now. I only test ist with a white diffuse map and now it works with the regular maps. I don't change anything, sorry if anyone has the same problem i don't know a spezific solution. Thank you for all the help, you-all are really great
Replies
I've even exported the model and textures to other programs, such as UDK, and there were no problems. Also, when I edited my mask textures, the effect lessened, but never really went away. Therefore, I believe the problem lies somewhere in the mask textures, OR in the import phase.
So thank you for your help :-) But now ich have another issue, the glaive now spins wrong. I hope you can see the issue on this picture....