So after converting 3.0 assets..... I'm finding textures are done drastically different. See this image. This is the heavy marine helmet How can we convert this data in a way that we can get a proper traditional diffuse map and gloss map?... (the DDN doesn't seem to have a gloss map in the alpha channel in this one) the crazy thing is some of these blend layers include not only diffuse textures to blend together in the material, but also those various blend layers have more than 1 map type to blend into the material. I'm thoroughly confused by the far left "CUSTOM" wda map. I guess one way to deal with the blend texture on the right would be to tile all blend layers in photoshop over the blend texture and then select colors in the blend texture and delete outside of selection on the related blend layers. But that only works for diffuse I think, I'm not sure if it will work on mixing normals? @Eppi @Markemp @dymek @Alex_S189 What are your guys thoughts on this?