ZBrushCentral

How it's supposed to do specular maps in Zbrush?

To paint MRGB? That way the brushes loses all its translucent alpha parts.
To use shader blending and some color overlay on the top of shiny shader? But how could I get rid of the color used for masking in the polypaint?
With color layers? But how can I save layers separately?

Whatever approach I am trying I always come to a kind of dead end.

Would be appreciated for any ideas and help?

what?

make a new layer. Paint in grayscale or color if you need a colored spec map.
Does that answer your question?

You mean to paint the whole specular textures from the beginning after a color one? I am in search of something more time effective, not re-painting the whole model one more time ( three times actually since I need three separate textures: spec level, glossiness, and environment reflection level)
In Photoshop it’s usually some post-transforming of color layers into a necessary spec values.
I hoped for something similar. Can’t even paint color layers in Zbrush because many brushes ( trim ones for example) works inverted and ALT doesn’t work because it turns weirdly into an eraser.

I’d always do my spec and gloss maps in Photoshop to be honest, and if possible will preview the model in the program where it is going to be rendered. Matcaps tend to have baked in speculars, and I dont think any of the standard materials will let you specify a second texture or set of polypaint data to control them specifically.

Matcaps represent a kind of static lighting so I am not sure I understand how can I turn them into speculars.
Most natural idea that crossed my mind is to work the same way as in Photoshop: paint anything that is going to have its own spec value onto a separate layer and then give it a necessary grayscale fill.
Looks like you cant fill a color layer with other color in Zbrush?

I am trying to save each color layer separately placing one more black one behind but it’s a huge pain in the …

ps. Hm… actually I did something and now I can fill a color layer with a flat other color. Can’t do so before for uncertain reason

I agree with Cryrid.
I will almost always paint inside of Photoshop or another 3D app that allows for real-time diffuse, spec (gray or color), and glow painting as well as DX display of shadows, transparency, and normals. (mudbox, mari, 3D-coat, etc).
I use 3dcoat personally because it has a direct link to photoshop, supports layers (not groups though), and has realtime specular feedback.
You can convert layers to colors, do adjustments, use layer styles, etc. Quite nice for $350. Stomps Zbrush’s painting in some ways, in others I prefer Zbrush…all depends.

Basically all my textures are basic color blocks from Zbrush with a little detail thrown in here and there. All the real work happens on the flats in Photoshop and Coat.

Hope that helps.

wasn’t there a way to fill your model with something like the flat material, then paint a specular material on it and output that as a spec map, thought there was a tutorial about that

this was the tutorial i think was it, but it should work as i described above http://www.youtube.com/watch?v=tkn6qwQi578

I bought 3dcoat some time ago but still have problems with a smooth Zbrush to 3dcoat workflow. 3dcoat has a great painting tools but its “more on heights/cavity” features not the same good. Can’t replicate easily a “dry brush” technique I use constantly in Zbrush. No “imbed” brush settings also.

to spaceboy412. Those technique perhaps works for something simple but it’s not really a way. Notice, you paint your specular separately from the color, not matching each other precisely. Not even any of actual specular level ,glossiness or reflection level texutres. And for something complicated you would spend just the same amount of time for it if not more.