Where do i plug these 2 maps into ai standard surface shader, i cant find something about that on the internet. The gloss map i would plug into roughness channel under the specular tab?!
Where did these maps come from?
Glossiness would probably go to specular roughness.
And I don't think you need reflection
If is glossiness, then you need to invert it to use as roughness.
This maps are from a bpr texture, such as normal,height,gloss,reflect,albedo or base color and 8k resolution, pretty heavy.
The Specular map is if you are working on a PBR Specular\Glossiness workflow. Arnold uses Metalness\Roughness. There is a Substance PBR guide that will help you understand when and where to use those maps.
https://substance3d.adobe.com/tutorials/courses/the-pbr-guide-part-1
You can also convert those textures to TX files and that will speed up the rendering.