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I'm not sure how to separate different parts of a texture into different materials. For instance, if I wanted to make the 'B' in the image below glossy, and leave the rest of the texture matte, how would I go about doing that?

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  • $\begingroup$ try to use the texture to control the roughness value of the material and take a look at tutorials about nodes $\endgroup$ Commented May 9, 2019 at 0:01

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You could try it this way:

  • Prepare 3 pictures: the original B, a B&W B to use as a cache to make the glossy appear, and normal map picture.
  • Mix a Diffuse (with the original picture) with a Glossy shader, use the B&W picture as a factor in the Mix Shader.
  • As the Glossy shader may seem a bit dark, mix it with an Emission shader, but I guess the glossiness will depend on your environment, so you might not need that.
  • Load your normal map in an Image Texture node (Non-Color Data mode), plug it into a Normal Map node, plug this node into the normal sockets of the Diffuse and Glossy nodes.

enter image description here

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