Finally, the specular map! The specular map's basic role is to dictate how much light is reflected off a surface. Materials like wood, brick or concrete will have lower specular values, while glass, metals and other metals have higher values. The same as with the normal map, the specular map requires careful examination of the surfaces involved to guarantee proper results. Some 3D engines might use a greyscale specular map, others a coloured one.
In the following images, the bright areas represent the windows with some dark areas for the parts that are dirty. The metal surfaces have brighter values with dark areas for rust and brighter areas for shiny details. The darkest values are for the bricks, concrete and wood. Of course, if the wood is painted, its specular value will be higher – same goes for wet or polished bricks. Another rule would be that older surfaces tend to reflect less light than new surfaces as they are affected by dirt, dust and/or rust, all of which have very low specular values.
In general, the specular map will have more contrast than the diffuse colour it has been generated from.
Here is how the specular maps look in this case (Fig.26 – 27).

Fig. 26

Fig. 27
Here is a compilation of screenshots from Maya, using the High Quality Renderer (Fig.28). This is the closest you can get to the in-game image while still using Maya. Similar details can be obtained when using other software packages, too.

Fig. 28
Before wrapping things up, here is a list of all the 3DTotal Textures used in this tutorial:
Parts01 Texture
Total Textures V1:R2 General Textures
- paving03
Total Textures V2:R2 Aged & Stressed
- brick15
- brick18
- metal09
- paint03
- wall10
- wall13
- wall14
-wood_03
Total Textures V3:R2 Bases & Layers
- red10
Total Textures V7:R2 Sci-Fi Textures
- ceiling_01
- door_12
- hull_05
Parts02 Texture
Total Textures V2:R2 Aged & Stressed
- misc09
- paint01
- plaster06
- plaster08
- wall05
- wall18
Total Textures V3:R2 Bases & Layers
- brown_01
- normal06
Total Textures V5:R2 Dirt & Graffiti Textures
- tile02light07
- tile02medium10
- tile04heavy01
Total Textures V7:R2 Sci-Fi Textures
- window01t
Total Textures V9:R2 Ancient Tribes & Civilizations Textures
- african15

Fig. 29
As a conclusion, I leave you with a render of the final asset (Fig.29). I hope you have enjoyed this tutorial and hopefully this will help you better understand some of the challenges of texturing for next-gen games.
Thank you,
Daniel Vijoi
Lead Texture Artist
AMC Studio