Specular Maps
Summary
GTA V specular maps use RGB channels uniquely red for intensity, green for gloss, blue for micro-texture and should be half the diffuse map’s resolution (e.g. 256x256 for 512x512).
This section explains their mechanics, offers a material creation guide, and includes examples for mastering GTA V’s shine effects.


Specular Maps in GTA V
Specular maps define how surfaces reflect light, crucial for materials like metal, leather, or glass. GTAV’s system differs from standard PBR workflows:
Red Channel: Specular intensity (highlight brightness).
Green Channel: Glossiness (highlight sharpness).
Blue Channel: Micro-texture assignment (fine surface detail influence).
Resolution Rule
Half the diffuse resolution (e.g., 256x256 for a 512x512 diffuse) unless intricate shine patterns demand more.
Reason: Specular details are less noticeable than diffuse, saving memory.
Creating Specular Maps
Analyze Vanilla Assets: Export a .ytd file (e.g., a car hood) via OpenIV to study RGB usage.
Set Up in Photoshop:
Create a new layer for each channel.
Red: Paint brighter areas for stronger highlights.
Green: Increase values for sharper reflections.
Blue: Adjust for subtle texture (often left neutral unless specific micro-details apply).
Export: Save as DDS with DXT1 (no alpha) or DXT5 (with alpha).
Tips
Start with grayscale, then split into RGB for fine control.
Use vanilla assets as a reference to match GTA V’s style.
Avoid over-saturation; subtle specular enhances realism.
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