First of all, thank you a lot for this guide, it is concise and has very good explanations and image examples.
However, I've got some doubts regarding the differences between the spec/gloss and the roughness/metal approaches when mapping reflectance.
As far as I understood, in the spec/gloss workflow, for a metal material you will paint it black on the base color map, and the corresponding F0 color value for that metal on the specular map. But, in a roughness/metal workflow, how should it be done? I guess you'll just apply white on the metal map (because it's metal), and paint the corresponding F0 color on the base color map, right?
Now, when dealing with non-metals, in spec/gloss you'll paint the diffuse color on the base color map, and the F0 value on the specular map. But in roughness/metal workflow? I thought you were supposed to just apply a base color and set the metal map to black... but then where is the F0 value applied? Can you apply it to the metal map instead of setting it to full black? apply an additional specular map with the F0 value (I think UE4 lets you do this)?
Sorry if next volume is planned to clarify this with more examples.