So at the moment, I'm trying to create skin with a fender that should always appear in a very flat primer-gray. The trouble is that, when left off of the colourpalette map, the gray becomes to a very shiny, automotive-paint finish. My theory was that, if I open the specular map: Darken a section: And save the result as a new specular map, I'll be able to direct the file to pick up a modified specular map, therefore giving me a flat-painted fender: It didn't quite work out that way: Any ideas on why it didn't work, and what might give me the results I'm looking for?
Maybe try lightening it instead? It appears that darkening it made it shinier. (I actually have no idea if this will work, but it is what I would try.)
Speculars do not control the reflections (only lights speculars) The alpha channel in the '''_d" body texture does control reflections.