Spec Power and Glossiness are the same thing. They are greyscale maps that dictate the size of spec highlights (not to be confused with brightness). A higher gloss value (like white) will make the spec high light very small, simulating a very glossy surface. A low value (like dark grey) will make the spec highlight large,…
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…
Another thing to consider when perusing a particular look is that specular can also be judges or quantified by how much contrast there is between the local color (diffuse) of your object and the highlight itself. So if you have a lighter object a brighter spec might be more desirable, and if you have a dark object a duller…
One other thing to consider with specular is that the more specular something is the less diffuse it is. So basically if x amount of light hits a surfaces then some is absorbed, some is reflected as the diffuse component and some is reflected as the specular component. You never get a surface with 100% diffuse and 100%…