The important thing that I think is getting lost here is that a model's specular settings should always be set to 100% in the first place, because the texture map will control the intensity, and it can be as overt or subtle as needed. For tilesets such as those in the OC, which use single image maps for their textures, that means you can change the feel of the entire tileset by changing a single texture, whereas if the models don't have the specular settings set up right, you need to make as many as 300 edits to even make it possible. As I said, I can and will make both wet and dry variants. It's a trivial task as long as the models are set correctly. To make it dry, all I have to do is darken the specular map.
And of course wetness isn't the only reason to want to make a surface display some amount of specularity, since so many materials in the real world have it to some degree. Seriously, specular maps are sometimes more important than normal maps, which are taken for granted as necessary. You understand that normal maps can make some areas super rough and bumpy and other areas perfectly smooth. It's not all or nothing, and it's the same way with specular maps. This is to say that the way to make the set flexible for different situations, as you say it should be, is to have the specular settings active on the models.





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