S.O. , see your points about not making an exact copy of the original, but I allready knew this from earlier comments, and as said before I like what I see 
Yes, but you will need to split this in reflectivity en specularity. Its like a lamp on a table, because of the specularity you can see the bright reflection, but you actually see not the lamp. Something like that.
1 hour, that sucks, does it quicker in 3dsmax
Maybe you could try to blur it more in post?
LOL, that's for sure, didn't notice it untill I looked at the drydock scene.
Indeed, vast improvements.
Ah, yes, that is why I asked if you don't have a multi-layer shader. In 3dsmax the phong shader causes this (known)problem with little smoothness problems. So, maybe you could switch shaders. Beautiful part of a multi-layer shader are the 2 different specularity slots, one for the real aztec color, and one for the finish on the model, like you can see on the bottom from the nacelle strut on the picture you referred to.
Anyway, keep on going, you are on the right way to finish this project
edit:and ofcourse get a good model.

Wil - I know what you mean about the reflections. I too was somewhat baffled by the lack of them on the saucer in the films. The shooting model was slightly reflective, but I think the secondary hull was more reflective than the saucer.
Yes, but you will need to split this in reflectivity en specularity. Its like a lamp on a table, because of the specularity you can see the bright reflection, but you actually see not the lamp. Something like that.
Gep Malakai - On the reflectivity - to blur anymore would cripple render times. For a reflection pass, it currently takes about 1 hour to render an image at 1280x1024 pixels and that was before adding the new lighting rig.
1 hour, that sucks, does it quicker in 3dsmax

Maybe you could try to blur it more in post?
Sometimes the studio illumination clips the edges of some other part of the model.
LOL, that's for sure, didn't notice it untill I looked at the drydock scene.
I'm slowly narrowing in on a good balance of lighting and shaders. I don't think I'm far off getting the overall look right. When I remember back to what I used to produce, I've come on quite a bit!
Indeed, vast improvements.
I deliberately went through the model and removed as many triangular polygons as possible. They too caused some interesting effects in shading and reflections.
The problem I have is that I've got to remodel the top of the saucer. I know it's going to be tricky as it's got to work with a lighting rig in the same way as the bottom of the saucer. And then I've noticed specularity issues on the neck which means that needs remodelling too!
Ah, yes, that is why I asked if you don't have a multi-layer shader. In 3dsmax the phong shader causes this (known)problem with little smoothness problems. So, maybe you could switch shaders. Beautiful part of a multi-layer shader are the 2 different specularity slots, one for the real aztec color, and one for the finish on the model, like you can see on the bottom from the nacelle strut on the picture you referred to.
Anyway, keep on going, you are on the right way to finish this project
