If you want the reflections, make sure to specify a specmap in the dragonff material settings
usually it is 100_specmap1
i think there could be just two materials
the edges have different material and different spec
Not sure how it is in the original game
All I know is they used vertex coloring for the bevel to make a nice transition to dark red
there is also one thing is changing vertex normals
but thats pain in the ass
Make sure to have the normals set up correctly as that determines the reflection
It is not a real one, just some math trickery to project a reflection blob onto it
yeah i tried to do it in maya but its pain in the ass to rotate and adjust it
https://media.discordapp.net/attachments/581533854213341194/916812685247643688/dies.gif
Also what can happen is normals are lost when exporting from maya to blender
I know in blender it is pain in the ass to set up custom normals which are not computed by blender automatically
And keep in mind .dff does not support advanced stuff like smoothing groups or face normals, only specifically vertex normals