Figured I would have a go at re-doing the diffuse a bit. Not sure if it will help, but I think it is how I would have done the diffuse anyway. I think for the diffuse it might be best to reduce, or even eliminate the dark areas and let the materials do the work.
You dont want a green environment map. Try making it purple instead. Green diffuse + Green reflections = green highlights, which looks metallic. Green diffuse + purple reflections = white highlights, which looks more like jade.
For the bronze part, you'll probably want a lower gloss value (since bronze isn't as glossy as jade), and a specular color similar to the diffuse color.
I like OriginLinear's suggestion on the diffuse - it's getting there, but the shadows a too dark, I'd say. The thing to remember about jade, is that it's a very translucent material, and shadows are very light due to the subsurface light bounces.
Thanks for all the sugestions ... how about now? I didn't yet tune the textures I removed the environment map tough and eft only parallax diffuse normal and subsurface ... I guess now is all about the tuning of the textures ? ... http://img209.imageshack.us/img209/389/shieldk.jpg
yes I am having fun tuning the stuff now on the nif anf with the f5 key I can preview faster so I dont have to waste time reloading all the levels .... altough I am getting an error about the lightining I dunno what that means ... for reference I looked at how they made the Ice to see the "parallax" texture and the…
One of the shader flags is "Own Emit". I haven't tested this, but i assume that the model won't absorb ambient or diffuse color from external light sources. Soft light is another, but I'm unsure how that one works at all. (update nif.xml if you don't see that in the shader flag dropdowns) edit: wrong about own emit, not…
I have set the maps off , I only kept the specularity normals and diffuse .... here is with glossiness 10 spec strenght 2 about the env ma pseems that there are two maps one probably projected , the cubemap very small and the other seems a black and white mask so I guess is used for what gets taken by the env map ... so if…