I shall try, it seems like an easy enough task
will edit this post with results
EDIT: turns out the cape UVs are correct, however the cape has seperate textures, and thus must use a different material or be a separate mesh
also, I took the liberty of separating the ambient occlusion maps from the normals and converting them to red-green-blue format.
will edit this post with results
EDIT: turns out the cape UVs are correct, however the cape has seperate textures, and thus must use a different material or be a separate mesh
also, I took the liberty of separating the ambient occlusion maps from the normals and converting them to red-green-blue format.