FunkY Koval
There is no texture based control over reflection maps, you'll need to separate the models you want at a different reflective level. You can control specularity with a map however.
Emissive maps are also not supported, it wasn't a feature in the three.js build used a couple of years ago to make Q3D, and updating the api is not easy since it causes many many regressions.
You can again, use a different model with meshbasic material or some emissive color to add emissive elements however.