for shiny metals usually a darker diffuse and brighter spec works a LOT better than a brighter diffuse and bright spec. get some unique detail into the spec! your refs have some cool details in the texture that could be applied to the spec only, and would help your texture really come alive when in motion.
ok! here is a texture pass. the spec is kinda tricky.. never done a shiny metal before like this. The FPV is just for fun... wouldn't really be used for that... unless its some kind of cleaning game!... :)
Agreed, sweet to see this turned out so good. And I agree with Racer, darkening the diffuse in general on high specular metal surfaces and adding some unique dark and bright parts in the spec will really help it, especially when using cubemap reflections.
OK! update! I decided to use the Hlsl shader for Maya. Its kinda like the three point shader for max i guess you could say.. only thing I dont like about this shader though... the transparency doesn't work so well if the object with an alpha on it is to close to another object, it doesn't seem to show it working....? so if…