This will depend on exactly how your skin shader works and what the sub-dermis map defines exactly. But yeah, again probably not a map you should just wait until the end to make, as previewing your diffuse work without even a basic sub-dermis map will mean you'll end up adding stuff to the diffuse that should probably go…
I'm guessing that you are at a place where you are trying to fill in gaps to your understanding since you said you have seen tutorials but they "tend to be missing certain things". Simply put, most spec maps are made by taking the diffuse map in Photoshop and quickly editing it. Below is one of my own where I simply took…
Very, very much no to this. A specular map defines how reflective a surface is. Its not something you can simply adjust from a diffuse map the majority of the time. A spec map should be worked on in conjunction with the diffuse and gloss maps, spec/gloss are not after thought maps that you can quickly derive from a diffuse…
What he says here half makes sense and half doesn't. "because its dark" - this bit makes no sense. Materials do no become less reflective when less light hits them, this is simply nonsense. If you multiply AO on your spec, this means that if you have a dynamic light pointed directly at that section, it will not reflect at…
I don't wanna derail the thread or anything, but I have a similar question, what about creating effects maps like subdermal maps. Would you create those in conjuction with your diffuse also? What exactly is the process Anyway, this threads been an eye opener. I haven't treated specular maps and anything similar with the…
Removing pre-computed lighting from your diffuse and spec is the modern thinking, brought about by modern engines that use physically based rendering. Placing lighting on your diffuse/spec was to make up for the computers lack of ability to do this in the shader/engine. We can now do that, so we have to deprecate habits…
Thanks EarthQuake, it's been a joy reading more in depth about PBR and the importance of reflection and layering. I'm beginning to wrap my head around this stuff now and I'll have a better idea of what I want rather than slapping on random values and maps too late in the pipeline to accurately represent the object I'm…
Yes, but you still do not bake them. In current gen games, white in the specular means more shiny, black means less. You need to make it from scratch or base it off the diffuse texture or something, but there's not really a way to bake one.
3D Max 2012 How do i make a specular map? i've already tried doing it on a object with its AO already applied but it resulted with a black map even when there is a skylight in the scene. the specular settings where essentially the same as AO map just rather than an ambient occlusion with metal ray in diffuse at 128 but…
Have you tried baking one and examining the results? What does it look like? Most of the artists I know hand-paint or manually alter their specular maps. You can also add colours to your specular maps, to change the specular highlights. I used to just make a copy of the diffuse, desaturate it, and play with the curves in…