well thats what specular and glossiness maps are for - these control your specular behaviour.
so you dont have just one texture - in most parts you will end up with a diffuse texture (the colour map), a normalmap texture (geometry fake map), and specular&glossines textures.
just browse the polycount wiki to get some basic understandig how everything works.
http://wiki.polycount.com/CategoryTextureTypes
but its also possible to use multiple materials which is probably not ideal - but i guess it doesnt really matter in your case.
