I think Stahlberg said it's to have the diffuse emulate SSS. Basically the specularity only hits the top layer of your skin (white) while the diffuse would be influenced by the lower layers (red). Since specularity is added you need to reduce the red in your spec map so it counteracts the red in your diffuse map.
That'd be diffuse, not spec. But I think you could do that in everything since Quake 3. Many games nowadays add wounds where the model is hit, too (Doom 3 is very noticable but it uses too large wound decals).
You can make "metallic paint" stuff look really cool with coloured spec maps. Also iridescent stuff. For an iridescent beetle, say the diffuse colour is dark brown/black, you could give the spec a really saturated green colour, and that would give a really cool effect in game. Likewise metallic paint for cars... generally…
[ QUOTE ] For an iridescent beetle, say the diffuse colour is dark brown/black, you could give the spec a really saturated green colour, and that would give a really cool effect in game. [/ QUOTE ] I had a go at this exact thing a couple of months ago in doom 3. Beetle Green Specular Beetle Yellow Specular Obviously now I…
EricChadwick: I think the kid's 4th texture flat there is the diffuse map for the hair and the eye in the corner is just the highlight overlay for the eyeballs. I think Daz mentioned this a while ago, but for realtime eyes, instead of painting a sharp specular highlight onto the eyeball geometry itself, duplicate the front…