>I was wondering, how do you get the glass walls of a skyscraper to have the proper reflections from cities in Blender?
This entails using textures created from photoshop or baking them out from your 3D modeling program after hand painting in that program (GIMP, Photoshop, Blender, MudBox, etc.)
>Is it even possible to section a part of the building to have the reflection in Blender?
You can probably achieve this using the Node Editor - which uses the "Blender Cycles Engine" - that is different than the "Blender Game Engine" it starts up with as default. Nodes basically give you control over all the shaders and effects that are passed to your model, but it's extremely complex - yet worthwhile to learn if you have time. I haven't had time to even get close to trying to use Node Editing.
>Or do you need another program, if you do need another program is there one that is free?
What I've done is basically used Blender as to make sure the textures match up the UV's and that the texture on the model look good. Testing the _specularity maps and _normal maps I found were just easier to do in game - meaning I will put all the proper asset game files in the import folder (prior to this, I'll put all assets and mods in ghost mode to help load my game faster) and test out those elements in game.
>I've looked it up but cant find anything and want to make a skyscraper for my city, and possibly steam workshop.
Here's a 7 part tutorial I made on YouTube that explains how to make an asset. I believe "Texturing" videos will have how I make my specular maps. Please note I'm a novice modeler and I don't do things the "right way" rather my own way that I've learned so just take the things I say with a grain of salt and realize I may be right/wrong.
https://www.youtube.com/playlist?list=PLgPCPy7HK4iRVuQyBuVTKXORvyxHnhyoQ