Thanks for the screenie. ^.^ Looks cool, if rather small.
On the subject of textures and mapping, can anyone tell me what Max material type / map selections I should be using for a standard fighter? I know there's the diffuse map, the glo-map, and the shine-map (for the body) and after examining the HTL ships it seems there's a separate section for glass / glass-shine and cockpit / cockpit-glo
So a standard fighter would have...
*material 1
-Fighter_base
-Fighter_glow
-Fighter_shine
*material 2
--Glass
--Glass_shine
*material 3
---Cockpit
---Cockpit_Glow
Just curious what should be what - ought I to be using Metal, Blinn, Phong, Strauss, or something else? And what extra mapping slots do the glow and shine maps fill? (Self-illumination, reflection, what?)