As you may know, from time to time I take objects from freely (as in "free beer") available game models to convert them into MH assets and post here into my "scavenger" thread viewtopic.php?f=4&t=13316
Recently, I was looking to "scavenge" a haircut that would look natural specifically for Asian female characters. After spending quite some time searching I was able to discover one that seems to work perfectly. It comes from a character named Makoto Makimura from a game called Yakuza 0: https://cunihinx.deviantart.com/art/Mak ... -726015668
The "ripping" process went sufficiently well, and the final look of the asset I found satisfactory:
You can find the asset attached so that you can experiment with it as well.
However, correct arrangement of textures is something that I couldn't handle by myself in this case. You see, the original object has 4 textures:
c_aw_makoto_hair_di.png is set up like a normal diffuse texture with alpha influence (the material itself is completely transparent):
c_am_tachibana_hair_h2.png is special: it is set similarly to the first one, but its Blend mode parameter has to be set to Multiply rather than Mix. Failing this would lead to disastrous effect on the overall look of the asset. The setup is like this:
c_aw_makoto_hair_tn.png is a normal map, so it is to be set up as one would expect of the normal map:
c_am_tachibana_hair_sp.png is a specular map, it should be set up as a specular map texture:
I listed the textures in the same order they were present in the original file. I am not sure if changing the order is going to change anything, but I always apply them in this order just to be on the safe side.
And so, I find my knowledge of .mhmat format syntax insufficient to be able to form a file that would make such a quirky texture setup understandable for MakeHuman and/or MHX2 exporter. Can anyone help me with this?