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…
using a traditional specular workflow you'd plug the spec map into your specular color channel inside of maya. 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…