I found this image of a diffuse and a spec map while reading through the vertex 2 magazine and I had some questions about spec maps.
I was wondering how they are created as well as how they would be applied in maya? I tried looking it up and I was told that you are supposed to invert the diffuse color for nonmetallic materials but I don't know what to do for metallic materials. I read somewhere else that you're supposed to desaturate the colors for spec maps. Why would it be wrong to use a greyscale image for a spec map and what is the difference between a spec map and a gloss map?
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Spec maps should always be created from scratch, inverting your diffuse will only produce results out of sheer luck.
at the most basic level white = full spec, black = no spec, though a pure grayscale spec map is not going to work well for most situations, you'l want to add in some color
gloss map defines the sharpness of your specular highlight. white = sharp/tight highlight and the darker you go will soften the highlight.
PBR is a whole different workflow though.
http://www.marmoset.co/toolbag/learn/pbr-theory
metalness workflow is different, but pbr doesn't mean you can not use the specular workflow. you can still use physical based values going the specular route.
Sorry, you're totally correct. Late night post, brain skipped a beat