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

  1. Analyze Vanilla Assets: Export a .ytd file (e.g., a car hood) via OpenIV to study RGB usage.

  2. 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).

  3. 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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