@Jeremy Tabor: Thanks! The glow of the boosters is done in Marmoset using spotlight volumetric lighting.
@SHEPEIRO: Thanks, I'll give it a try!
@Tom Pritchard: Now that I look at the concept again, the windshield is more blue, nice catch.
@gilesruscoe: I would love to add strong fresnel and cubemap effects, but I don't know how to do that even more so in Marmoset than I already did. I turned the specular sharpness up to 256 (or max). Marmoset doesn't really support a slot for reflections itself and it's built into the specular sharpness.
Originally Posted by EarthQuake
Marmoset lighting = image based lighting, from cubemaps. Specular = reflection. Create some new skys if you want different reflection.
Spec sharpness = cubemap resolution.
I think the highest resolution(full res) cubemaps got disabled at some point in production on DoD, maybe that can be added back in. This is probabbly what most people want when they talk about reflections, just sharper reflections.
But you're not going to see a "reflection" slot, as its already happening.
The reflection "mask" is just your specular, and gloss textures. One controls sharpness, the other intensity.
I hope they add the full resolution for cube maps back into Marmoset in the next update! It would help me and everyone else a lot