Hey guys does anyone know where the original renegade raider helmet texture is located? the one without the orange glass and orange line down the back and without the checkerboard pattern. Been looking everywhere, but I just can't seem to find it. Thanks to whoever can help.
Hat_Female_Commando_08_Variant_01_d from /FortniteGame/Content/Accessories/Hats/Textures/Female_Commando_08/V01/Hat_Female_Commando_08_Variant_01_d
Hat_Female_Commando_08_Variant_02_d from /FortniteGame/Content/Accessories/Hats/Textures/Female_Commando_08/V02/Hat_Female_Commando_08_Variant_02_d

Hey, I was looking back at the past posts... as someone else asked do you think you would be able to record yourself doing this again please and uploading it somewhere!!! please
It would be super helpful to anyone!
It's a lot of work to repeat but here it is more detailed in text:
1. Export all the textures for the character and also export the material file ( etc. MI_M_MED_BadassCowboy_01_Body )
2. Open the green channel of the _M file in photoshop or in your node editor ( etc. T_M_MED_BadassCowboy_Body_M )
3. Extract all color channels from all color mask files.
4. Open the material file. ( etc. MI_M_MED_BadassCowboy_01_Body.props )
You will see something like this VectorParameterValues[0] ={ ParameterValue = {R = 0.009134 G = 0.006995 B = 0.006512 A = 1 } ParameterInfo = { Name = Base Color: Color A }
Colors here are in the decimal format, 3d software should support this kind of input, but to get RGB multiply each of them by 255. ( so R G B from above becomes 2.05 1.78 1.66 ).
!!! I ended up not using this since the colors from the file didn't seem right, I used color picker on an image of the skin instead, but if you can figure where each one these colors go use it.
5. a) In photoshop create a new color fill and a color mask on that layer, then ctrl+c the color mask and use alt + click on color mask to enter the mask and then paste the color mask into it ( this will serve as a guide where to color ).
b) In your node editor multiply the base with the color, with the color mask being Fac or Amount. ( See
https://i.ibb.co/HNY41pZ/image.png )
6. Repeat for every color mask and for every texture.