How to make my own textures

So I recently got into Cryengine since it’s functionality with blender has increased via the ability to import fbx models. As far as textures go, does anyone here know how to create your own Albedo, spec, gloss, opacity, and detail maps? I make my own normal maps with a gimp plugin but I don’t know of any methods to create the other types of maps. Also, I would like to make/edit my textures in cycles on my objects and then use those resulting textures in cryengine. So, I’m assuming if I bake the resulting textures I could use them outside blender (baking everything expect light and all other factors if making/editing an albedo map, and other differences for other maps.) Can anyone shed some light on this?

Also, can blender export .mtl files?

Albedo, spec, gloss, opacity, and detail maps

first start with the definitions of those

Albedo deals with planets and moons mostly the colors without and shadowing
specular images are the shiny areas
glos - see above
opacity - how transparent ( use png’s for that most image formats do not handle a Alpha channel)

albedo is just the diffuse without any lighting information. Got it. I’ve heard of one way- to desaturate via luminosity (not lightness), invert via pixels instead of color (I assume) and then put the duplicate images of the original diffuse together via soft light. Albedos are used on every surface in gaming because of the use of PBR materials to use objects in different lighting environments.

Yes, specular is about the reflective areas of the map. Yes, it’s mostly white/grey/black on the map. So what’s the best way to make it? Mess with levels after desaturation? Use curves with it or after or inplace of the previous method?

Gloss- that didn’t tell me anything. Gloss is not the same as specular map. So can anyone help me out with how to make one?

I’ve kind of an idea of how to make opacity, albedo, and detail. I just don’t know if there are better methods (there has to be) or any “golden standard” of methods to making them. Gloss, specular and others I have no idea about. Please help if anyone can.
Opacity. I know what that means. And that’s not what an opacity map is. Opacity maps are almost black/white. That has nothing to do with transparency or “opacity” in the way you describe it via use of alpha channel adjustments in png files. Even if that was what an opacity map is. Okay. So to what extent/what percentage opacity should it be of the original diffuse? Still doesn’t matter. Opacity maps, strangely enough, do no look like a transparent variant of the original image. if anyone else knows how to make any of these, I’m still trying to figure it out. Thanks guys.

I have an idea of how to make an opacity map and an albedo, but there must be other/better ways of making them or a “golden standard” way of creating them. And all the other maps I originally listed I still have no idea how to properly create them. Any help is greatly appreciated.

For PBR materials albedo/spec/gloss is one of the workflows, the other one being albedo/metalness/roughness. In this context spec is actually reflectivity, and includes both regular reflections and specular reflections because the latter are just fake reflections of light sources anyway. Gloss is how shiny a surface is, so a glossy high spec surface (like a mirror ball) will have mirror like reflections, while a low gloss high spec surface will be more like brushed metal - it does reflect well but the reflections are blurry due to the rough surface. Only metals have high spec values, and in PBR materials that use albedo/spec/gloss the albedo of metals is usually black as it has no diffuse reflecion, only specular reflection, generally coloured.

Thank you for the answer. Atleast I know exactly what they are now. I suppose, then, there’s no clear cut way to create these. What about real world values? Like how they would match up in real world materials? (I need to use the workflow I spoke about) I know there are charts around but does anyone have a chart that they find preferable?

There are quite a few threads around on PBR materials, which is what you’re looking for I think. Just do a search at the top of the site for PBR (Physically based rendering)