Hi guys! I’m pretty new to learning zBrush, how are diffuse and specular maps made? Also what maps are important to have on a regular model? I’ve heard about UVs, Displacement, Cavity, Normal, AO, Diffuse, and Specular. Are there any important others? Which of these are normally used? Thanks!
All maps are specific to each model, basically you don’t need a cavity map on a reflective ball, but you do need a reflection map, etc.
Without knowing your final output, games, movies, realtime, “next-gen”, mobile, 3d printing, etc it would be rather hard to tell you what you would or wouldn’t need
To answer your question though typical maps are:
diffuse
specular level
specular color
ao
cavity
convexity
reflection
gloss
subsurface
height
emissive or glow or illumination
normal
bump
transparency or alpha
now all of these have different uses and not all are needed at all times, it really depends on the final output.