I downloaded a model from here: https://www.models-resource.com/mobile/marvelscontestofchampions/model/15341/

It has got 4 maps(with suffixes _d,_e,_n and _s).

Diffuse Map Emission Map Normal Map Specular Map

I tried a nodal arrangement(which I bet isn't right) but i couldn't configure specular into it. Nodes

The End Result: Render

How do I add the Specular map and give it a metallic shine as seen in the linked page. I am learning textures and materials and so a gist or any learning videos which might be helpful are encouraged.

Thank You.


2 Answers 2


This node setup works and it's a very basic one, tell me if you understand. Note that all the Image Texture nodes are supposed to be in Non-Color Data mode except the one for the Diffuse node. Also, I needed to put a ColorRamp node after the Specular Image Texture node to give more strength to the Diffuse node against the Glossy one.

If I explain quickly: I mix the Diffuse Image Texture with the Glossy, and use the Specular as the factor. This is basic: the Specular picture will determine what part of the object is glossy, what other part remain matt. But as the object was super glossy I had to adjust with a Converter > ColorRamp node after the Specular. Also, as I want both the Glossy and the Diffuse to be affected by a Normal map to give some fake 3D details, I needed to put the Normal Map in both the Diffuse and the Glossy. Now to finish the object you need to switch on the lights with an Emission shader: Just add a last Mix Shader and mix the Emission node and use the Emission map as the factor.

enter image description here

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  • $\begingroup$ why the emission texture its in fac instead of the emission node color input? $\endgroup$ Commented Mar 18, 2019 at 22:58
  • 1
    $\begingroup$ it's obvious that the emission picture was supposed to be used as a mask layer to display a light on only some parts of the object. If you plug the emission picture in an emission node it will emit black and white, and it's not what you want, it will darken your image! $\endgroup$
    – moonboots
    Commented Mar 18, 2019 at 23:12
  • 2
    $\begingroup$ A minor nitpick, but the emission node should be using the diffuse colour texture as well to give a blueish tinge to the light. The specular texture is also coloured, which I believe should affect the glossy colour, which should in turn make the gold look more metallic. $\endgroup$
    – Sazerac
    Commented Mar 19, 2019 at 0:57
  • $\begingroup$ Ok, I'm interested, perhaps make your own answer so that I could see what would be your node setup and give a try $\endgroup$
    – moonboots
    Commented Mar 19, 2019 at 3:10


You can use Principled BSDF for easy setup.

D - diffuse.

Connect to Diffuse slot.

S - specular.

Read here about Specular in Principled BSDF.

I've used it as Specular Tint (this one from your example is color one) to give reflections nice color tint and also with the help of Color Ramp I've used it as Roughness input. It gives nice control over reflections in non-uniform way.

Set it as Non-color data.

N - normal.

Connect it to Normal slot with Normal Map node.

Set it as Non-color data.

E - emission.

In this case use it as layer mask between Principled BSDF and Emission shader.



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