thats a specular highlite,
in maya, you would plug a specular map [a grayscale image; 0-1, 0 black 1 white etc]
into the specular roll off attribute of a blinn shader for example. so when a light hit the correct spot, the areas above .5 will be shiny and cool and the dark areas will be neutral or little highlite
bahahah. thanx man, that was a quick 1hr spray job i did in PS, i did not use ZB. just a spray bush and gradually adjusting strength, and a lot of burning and dodging.
i carefully layed the UVs to allow me to do it quickly and effectively
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