I've noticed that in the Unreal 3 Editor, the specular maps all seem to be full color. Every one I know tells me that Spec maps should be grayscale, but no one can tell me why Unreal Engines Specs are in full color. I've been playing with colored specs in Maya with some appealing results. I would love to hear everyones opinions. Should I listen to everyone else and use traditional grayscale maps, or should I do as the Epic pros do?