Voyevoda said:- CaSan
CnC said:First of all, welcome to the boards!
CnC said:Secondly, the "old way" of texturing, which I assuming you're referring to UV mapping
CnC said:Keep in mind, this is a low poly character, i.e for games. Now every game engine has its own limitations or set of rules to follow. Some games don't allow for multiple maps per character (however I will admit most recent games do). If he's designing this character for a game that doesn't support specular maps, then he's going to have to paint the specular highlights right onto the color map or leave the specular highlights to be procedural.
However I will agree with you that if the game engine supports some form of specularity, than it would be best not to paint said highlights onto the color map.
Also, if it does support specular maps, the usage of the color map for the specular is not really a good idea. Sure, it can be a basis on which to build a better specular map but even in a case where the majority of the color map is black and white values (like this armor) the specular map would probably be better off being something besides the already existant color map. Of course, this is the artist's decision, I've seen it done both ways.