Quote: "i dont really get the specular map (I), how did you do that?"
I explained it a bit a few posts above but I'll go more in depth here. Ok here we go:
Specular Maps
A good way to start a specular map is simply use a high-contrast version of your diffuse map. Another way to start a specular map is run your diffuse texture through Crazybump or Shadermap Pro. These programs are good at estimating "high and low" areas of your diffusemap and can create a convincing sense of depth - look at the lobby wall and bathroom walls for example.
Experiment with color versus grayscale spec maps. Color spec maps are good for metals - gold, brass, gold leaf, copper, etc. Grayscale spec maps are good for plastics, wood, etc.
Use your eyes and observe your surroundings, notice what color things around reflect. Are their highlights pure white, or are they colorful? Use this knowledge in your spec maps. Try using complementary colors in your spec maps (opposite colors on the color wheel). I added a tint of green to my lobby wall spec map as a complement to it's diffuse red color. This has the effect of subtly desaturating the color on the wall when a highlight hits it, which happens quite often in real life.
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"bond1 - You see this name, you think dirty."