The best think you can do is observe the materials you want to recreate. I am definitely not the best person to explain this but i will try any way:Specular - brightness determines how strong your specular is- if it is white it will be very strong if it is black - there will be no specular. Gloss determines how wide the…
(Oops, yes, you got it.) Gloss controls how wide the specular highlight is. Gloss is the same as Specular Power. A high gloss value (generally, white in the map) means the highlight is small and tight. As you lower the gloss value (generally, as you go darker in the map) the specular highlight gets wider and wider. At the…
I had just gotten finished reading over all the links in both those pages but sadly they left a lot to be desired, unlike say the page on NormalMaps which were super inclusive. There seemed to be a lot of conflicting info on Spec whether or not you should color correct the gamma thing by making your spec the inverse of the…
Artists typically use the opposite specular color because their game renderer isn't set up to use gamma properly. Some info here. http://udn.epicgames.com/Three/GammaCorrection.html If you're working in a gamma-corrected game renderer, you usually only color the specular if you have a metallic surface, where you want the…