First off, I posted part of this in that actual tutorial, but I'm not sure if people would see it, so here it is. 1)I found out what the "$normalmapalphaenvmapmask" does by looking it up in the valve developer wiki: $normalmapalphaenvmapmask <bool> Use the alpha channel of $bumpmap as the specular mask. This must be used if the material has a bump map. 2) For alphas to work you have to have the alpha be part of the $materials base texture and have this additional line: "$translucent" 1 This tells source to recognize the alpha included in the file and determine the alpha on a pixel by pixel basis (In other words, allows you to use your grayscale alpha as opposed to having the whole image be transparent or not). 3) Here's a problem that I have run into regarding getting the right scale for objects: You say that one unit in hammer equals one in maya. And that 16 units in hammer and maya equals one foot. So, I take 16x6 to get the approximate size of a human. All seems well, but I compare it to a model that I previously put into hammer that turned out being WAY too small, and it's about the same size. Very tiny compared to the size of a human model. I reset to default settings in maya which is centimeters for units. Am I doing something wrong here? Not sure if everyone already knew all of this, but it was left out of the tut, so I figured it might help some noobs such as myself Awesome tutorial btw, the best on the web for this subject by far!