I've got some a 3d Model which include a standard texture (diffuse), a normal map and a specular map.
Now I added some light to the scene. I used the Dot3BitmapMaterial, with the texture bitmap as first parameter and the normal map as the second as described in the documentation. I noticed that I can't get some shiny effect on my mode, even though there is a shininess component and a specular coefficient. I use a DirectionalLight3d, but have seen that only ambient and diffuse parts of the light are being considered...if I use the specular part, the whole model stays dark. With PhongBitmapmaterial is seems ok, but I can't include my normal map details and it looks kinda weird. Any idea how I can get the normal map working with some shininess? Or do I just use the wrong material type? Thanks
