#4

27th Sep 2025 at 11:33 AM
The above comment were my initial thoughts, too.
As it's visible even when I cleaned up the grey and messy edges in the alpha channel, the main culprit may be mesh order here.
Which the above trick can sometimes work on, but for a hair with this many layers and separate parts (almost 200 with backfaces removed) it may be more of a manual job.
The concept is that the vertices on a mesh are rendered in a specific order. When a mesh has transparency, the order the parts render in can interfere with the transparency- as the engine tries to decide what's on top and what is underneath.
When you merge two parts in Blender, they'll recalculate in the order they were merged- which gives us a little bit of control over. I would make a few collection folders in Blender and sort the hair parts into categories (like 'Bangs', 'Pigtails', 'Base', 'Top Layer', so on). Join those together first, then join each part onto the innermost part. (ie. selecting 'Top Layer' and then 'Base' > Join).
This hair is dense with overlapping pieces and redundancy, so much so that some of them are totally obscured and could be deleted without affecting the appearance of the hair, so it may take some finessing to clean up those areas where the transparency is suffering.
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A note about the textures in general:
A common misconception in hair texturing seems to be that the 'cutout' - that is, the shape of the hair as it will appear when transparent - is how it should look on the textures. When really, the alpha channel of the diffuse is the only part that needs to look like that because that's the only part that the game uses to apply alpha transparency.
If you save a transparent image in .dds format, the main texture will fill in the gaps with black- and you can end up with nasty pixel bleed in semi-transparent areas. The entire image can just be hair texture for the cleanest edges, or gaps can be filled with light grey.
Example of what one of my textures and its alpha channel look like:
It would be redundant to cut that shape into the main image, that happens automatically when the game composites the texture.
Additionally, the control and specular don't need transparency and you can optimise by saving them as DXT1- and in the latest version of NVidia Texture Tools there is no quality difference between a DXT1 and a DXT5, so there is no downside to this.
The same goes for these being cleaner if the entire image is hair texture, too.
On that note, 2k textures for hair is RAM-eating overkill- but not related to the issue.
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In short, there doesn't seem to be a quick fix. It's just one of those complications you'll get used to with practice.
I'm on study break next week, so if you're still having trouble with it then I'll take a deeper look at it.
A word of advice for conversions, you don't have to follow a guide that's specifically about converting.
There can be game-specific quirks, like TS4's UV layouts needing to be resized, but aside from that there is nothing different about converting a mesh versus making a hair from scratch or editing one that was already for TS3.
Cardinal has been taken by a fey mood!