Ok now I see.
1- First, apply a phong shading model. The specular color no longer matters, because the specular information will be taken from the textures, not the material
For each texture you apply on the model you have a specularity control. When you apply a texture, you have a parameter called Specular (under Overall Blending). When the value is at zero, the specularity of the material prevails.
To override the material specularity with a texture, change the Specular spinner (of the texture, of course) to something above 0. Now, the specularity of the texture prevails. The color contained in the RGB texture file is the specularity level.
If you want to use a b&w map as specular information, apply the texture map, and turn down to zero the Ambiant and Diffuse values. Just play with the Specular value to adjust the specularity.
It means that every texture map can provide its own specular information.
2- To create UV maps, you can use the Paint function in Softimage. Apply a texture in UV projection, and click on Paint (found in the texture parameters, or simply in the matter module, in the cell of same name). You can now paint on your model and resave the map. This map becomes your template for every textures.
Of course this function is not as good as DeepPaint 3D (3D paint program, considered to be the best, but very expansive). I use it only to draw guide lines (eyes, lips, nose, important wrinkles...), and then I bring the file in Photoshop. When doing the textures, I switch from times to times between Soft and Photoshop to make sure the map is ok on my model.
If you have any question, go on!
Bernard Lebel