How do I get a specularity intensity map and glossiness map from Max to properly export to Unity? It turn black if I have a normal map plugged in. Just trying to get some painted metal to look not like plastic.
http://docs.unity3d.com/Manual/StandardShaderMaterialParameterSpecular.htmltry changing the albedo to white too
>>523086Check where Unity's shader reads the specular and gloss from. Often shaders will store monochrome maps like spec maps and gloss maps in the alpha channel of a normal map or diffuse map for data handling efficiency.