
I extract Sophia from Lies of P, want to render her in Maya.
To reproduce game's looklike, I need to know what these texture are used for.
For example, this _ARM. texture, what its RGB channel used for? ambient occlusion? roughness? metallic? That's just my guessing, I don't know if it correct
And these _ASR. _DOU. textures, what it used for?
Sophia has blue hair, but I don't see any hair base color texture, so I am assuming there is a blue tint color for hair, how can I find the exactly RGB values game is using?
Anyway to figure these out?
Or even better, is it possible to import these assets to unreal editor and so it will produce exactly same result like the game?
I tried put uasset, psk, mat etc into blank unreal regine 4.27 project, all failed to loading.