This is just a video version of this post with some more information and pretty music. Download Link Google Drive Link: https://drive.google.com/file/d/14KGXgP7qcwwngKdYXakjbNQ1OtjNwUUT/view?usp=sharing Background Info For anyone unaware. Back around 2.0 CiG changed their method of texturing characters away from a traditional diffuse, normal and specular textures to their LayerBlend shader. This shader assembles the diffuse, normal and specular textures using low resolution tiled textures as well as some baked maps such as a base normal and ambient occlusion map. This has thrown a lot of modders, including myself, off until recently. With the help of @dymek 's converter and some spare time I've created a shader template in Maya which I am releasing here. The shader itself is quite complicated and I am far from a professional shader artist so some things may not be 100% accurate, but there is definitely enough of a foundation to help you guys build upon if you like. For this quick runthrough and guide I'm assuming you have alpha 3.0 extracted and ready to be modified, as well as a basic understanding of how to use the Maya Hypershade. Tools you'll need @alluran 's HoloXPLOR tool: https://github.com/dolkensp/HoloXPLOR/releases @Markemp 's cgf and skin converter: https://robertsspaceindustries.com/spectrum/community/SC/forum/50172/thread/howto-create-your-own-art-using-game-assets Eppi's texture converter: https://forums.robertsspaceindustries.com/discussion/369524/sc-texture-converter/p1 How It Works Below is a flowchart which details how my shader template works. In total 15 texture maps are used (less in game due to alpha channels being used for gloss maps etc) and the inputs are highlighted in purple (for asset textures) and yellow (for layered textures). The asset textures are typically found with the asset you're interested in recreating. You will also need the .mtl files for the asset. For example the UEE heavy armour textures can be found in: SCDir\Data\Objects\Characters\Human\male_v7\armor\cds\textures The UEE Heavy armour material is in the armor\cds folder and is called "m_cds_heavy_armor_01_01_01.mtl". The layered textures and materials are in the following directories: SCDir\Data\Textures\Layers SCDir\Data\Materials\Layers These can be converted using the texture converter linked above. To read the material files drag and drop the .mtl file onto the HoloXPLOR.DataForge.exe file from the link above. It should generate a .raw file with the same name. When you have the .mtl file open it'll look something like what I have posted next to the flowchart below. In MatReferences; each material reference slot points to another material which is listed. The slots are tied to a color channel in the blend map which is used as a mask. From 0-7 in order the colour channels used from the blend map are as follows: Red, Green, Blue, Alpha, Red, Green, Blue, Alpha. With slots 0-3 driving the diffuse channels and 4-7 driving the normal and gloss channels. We can use this as a reference to get the correct materials. Note: Though the above paragraph is how this shader works it is not how the actual CIG shader works as pointed out by ABrown in the comments. It will be updated in the near future to fix this. Just below the MatReferences section we can see the PublicParams section, these are changeable parameters which can be manipulated in CryEngine. In particular we are interested in the GlossMult, TilingScale and Diffuse tint parameters. Their use is detailed in the flowchart below. How To Use It Simply import the .ma file linked at the beginning of this post and replace the material on the asset, which you want to modify, with the imported material. Or you can hook the material onto the end of the network. Since there are so many nodes I highly recommend using namespaces for this, I use them in the video if you need a rough guide. That's pretty much it, once the textures are assembled modify the shader to your liking and enjoy! This is a text version of what I put in the video linked above, but there is more information detailing how it is used in the video.