Quote: "its an extra effort i don't use blender, i use 3ds max , i export the diffuses, normals, etc allways séparated for better control in a game engine."
Not sure if I explained it well.
The diffuse, normal, and specular will be separate textures, however the materials on each texture map will have their own levels. It's
like when you manually make a specular map for a door and you want the door to be matt with no shine, and the handle to be shiny metal, in a paint program you would mask the door knob and change the specular level inside the mask for it to be shiny, then invert the mask and change the specular levels to make it less shiny, but with this method in blender it does it for you, it just means you have to make specular and normal maps for all of your individual base material textures in advance and hook them up inside blender.
It's a little more work initially but once done a lot less fiddly and probably more accurate than manually editing parts of a specular map in a paint program later.
I just don't know how much of an improvement it is compared to the extra work involved, and whether it's worth it or not, I haven't really tried it yet.
i7, NV960 4GB, 16GB memory, 2x 4TB Hybrid, Win10.
i5 , AMD 6770 1GB, 8GB memory, 512GB Generic SATAIII + 2TB Seagate Baracuda SATAIII, Win7.
i3, Radeon integrated graphics, 4GB memory, 512gB Generic SATAII, Win8.1.
Q6600, Intel integrated graphics, 2GB memory, 180GB Generic SATAII, WinXP.