Specular Maps
There isnāt much information about the specular map in the Sims 4 CC community. Honestly, it is one of the very confusing and frustrating parts to deal with. So I decided to investigate further.
I created a box with a uniform texture grey texture, but with a varying specular map. Each side of the box was given a unique specular color with a linear opacity gradient. Furthermore, the sides were numbered in the texture making it possible to analyze in-game.
I tested the following colors. UV-map and numbering laid over the specular map for info. Top-left image (number 1) is face down in-game. I had to turn the box and make 3 test boxes in total to see the red as well.
I think the result speaks for itself. I took one picture with boxes in the sun and all sides visible.
The effect of the different channels is beautifully described here, where a very similar experiment is performed. To sum up:
Red - sharpness (blurry at 0, sharp at 255), green - reflection, blue- falloff, alpha - strength. A completely non-reflective diffuse surface has a specular map with the color (0, 0, 0, 0).
I have yet to find an efficient way to make specular maps for Sims 4 in Blender. Until now itās safest just to assign the non-reflective value to everything not metal and try some values on metal. Generally, very little goes a long way.














