In what order do most people create these maps? What are each of these used for? I'm familiar with making specular color maps but when it comes to spec power and glossiness I find myself confused. I understand that spec power is used to increase or decrease the intensity of the specular (making the specular more intense for metal than for skin, etc). Is it a greyscale map? What about glossiness? Isn't it used to achieve the same effect?
Thanks in advance.
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This image from the Valve wiki shows it really well. Specular Strength and Exponent can be used in conjunction to emulate a variety of surface properties. The better you can control these and how they work together, the more convincing and engaging your materials will be.
You never get a surface with 100% diffuse and 100% specular... otherwise the object with actually be self illuminated.
1 thing about spec which sucks is its just a reflection of the point lights you have in the scene with no response to surrounding surfaces, so essentially you get about the same reflections you would get if you suspended your object in a void with a few point lights floating in it. You get much better results if you fill the reflections in with cubemap reflection which is modulated by your spec and gloss maps.
So if you have a lighter object a brighter spec might be more desirable, and if you have a dark object a duller spec might be more desirable.
Provided your emphasis is simply on how "shiny" something looks rather than being accurate.
Its just another way to think about it when your making your maps.
You can watch a video that goes over this emphasis on contrast here: http://video.answers.com/diffused-and-specular-highlights-148098913