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…
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…
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…
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…
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. And you're right about those scratches, I wasn't thinking about the true purpose of the map at that point. I don't want to get off topic from Sims_doc's original question (I will post a new thread of my own soon) but I do want to address the point above (since I have the opportunity). I want to have a…
Yeah, with current gen/pbr stuff and AO, generally it will be added as a separate map, this lets the shader do smarter things with it, like not apply it to direct/dynamic lights for instance. Also, generally screen space reflections will take care of the need to throw AO on spec to remove cubemap reflections in occluded…
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…
I think what you might be seeing the option to bake in Max is a specular lighting map. That's not the same thing - you'd be baking what the specular lighting looks like on the model for the current camera/light position and that's not what you're after. What you're wanting to make is a texture map that defines how bright…