Hello,
I have a question concerning specular maps. As far as I’m aware, most Next-Gen models would use a set of 3 texture maps: diffuse, normal, and specular maps. Of all these, specular maps are the ones that I haven’t seen applied in Unity 3D. I mean, when you do a specular bumped material, you get the slot for diffuse and normals, but you only get a slider control for the specular value. What about if my object has multiple specular properties on its surface which would need a specular map… what do I do then?
I hope someone can comment on this one.
Thanks!