hello, I am having trouble to make my custom sword to look like the way I want it to... could use some tips =) P.S.: I am very new to 3D modelling and texturing, I did not even know how to create a cube in 3ds max 3 weeks ago... anyways, some screenshots here first: how it looks like in Max 2012 with xoliul shader and default lighting: http://www.4shared.com/download/jw79FhjWba/re-katana_max.jpg?lgfp=3000 the _n map with specular in alpha channel: http://www.4shared.com/download/LvfdSvAtba/n_map.jpg?lgfp=3000 and now what confused me the most... the _m map http://www.4shared.com/download/Dfespfomce/m_map.jpg?lgfp=3000 here is how it looks like in-game http://www.4shared.com/download/aZRE-oXNce/in-game.jpg?lgfp=3000 so my problem is... 1) I aimed to make the reflection looks like some of the common katana, smooth and shiny looks like a mirror, for example -> http://new.uniquejapan.com/a-houka-katana-from-the-nambokucho-period/ however... the way it looks in game the surface seemed a bit rough... any tips? 2) secondly, how does the specular map interacts with the _m map? basically I followed this guide -> http://tesalliance.org/forums/index.php?/tutorials/article/92-graphic-artistry-environment-maps/ to create the _m map but i am quite confused on what does it actually do... 3) i have also textured a gloss map in photoshop, is it used in skyrim or do I have to convert it to something else? 4) the fabric warp around the hilt seemed a bit dull and lacking in depth... it does not feel like leather but more like paper, too matte? or should I add depth to the pattern via the normal map? 5) and... any further tips to improve the model and the texture? seems like a lot of questions... but the thing needed a lot of tweaking I think.... I am quite new to this so could use any tips, thank you =)