Okay, this might be a little confusing to try to explain, but here goes anyway. I am trying to adapt Ursula's Armor for Vicky for use in Poser, rather than Bryce, for which it was designed. (It can be found in Poser freestuff.) It consists of only a trans map and bump map to be applied to a Vicky figure. What I am doing with it is to load a Vicky figure and make all body parts invisible except for those which are affected by the mapping in the torso region (I am not using the gloves so I am making the arms and hands invisible also). I then assign the bump and trans maps and save the result as a figure. To use it, I load a Vicky figure, pose it, and save the pose (with morph channels). After that I load the armor figure, apply the saved pose, and align the two figures by matching all the "Body" dials. The individual body parts are then resized along the x and z axis until the armor shows. 104% or so seems to work. This worked great. You can assign any colors you want to the "skinbody" and "nipples" in Materials. BUT, the color was flat. I wanted a metallic look - like bronze armor. Here's the problem: I have tried to give the appearance of metal two ways - by using a reflection map, and by using the highlight color. Both methods do give the desired results on the armor EXCEPT for one thing - the areas of the figure that are supposed to be invisible (as determined by the trans map) have a sheen to them, making the figure appear to have a glossy effect to the skin when the highligh color method is used, and it's even worse with a reflection map. You can see that in images above. The one to the left is done with a reflection and the one on the right was done using a highlight color. Any ideas on how to get around this problem?