This Model contains different texture sets;
Body_texture_armor01.7z
ORM Maps(Occlusion, Roughness, metallic)R channel = Occlusion, G channel = Rpughness, B channel = Metallic ;
Set01 = Head_helmate_low,
texture= Head_geo_baseColor, Head_geo_Normal, Head_geo_ORM;
Set02 = Cloth_hand_low1,
texture= Cloth_hand_geo_BaseColor, Cloth_hand_geo_Normal, Cloth_hand_geo_ORM;
Set03 = Chest_armor_low,
texture= Chest_geo_BaseColor, Chest_geo_Normal, Chest_geo_ORM;
Set04 = Waist_rope_low, Waist_armour_plane_low_test, Chains_plane_low1,
texture= Waist_armor_geo_BaseColor, Waist_armor_geo_Normal, Waist_armor_geo_ORM, Waist_armor_opacity;
Set05 = R_hand_armor_low, L_hand_armor_low, R_shoulder_low, L_shoulder_low,
texture= Shoulder_geo_BaseColor, Shoulder_geo_Normal, Shoulder_geo_ORM;
Set06 = L_leg_low, R_leg_low,
texture= Leg_geo_BaseColor, Leg_geo_Normal, Leg_geo_ORM;
\
Sword_combine.7z = 3 textures.
Sword_BaseColor.tga
Sword_Normal.tga
Sword_ORM.tga (Occlusion, Roughness, metallic)
R channel = Occlusion, G channel = Rpughness, B channel = Metallic ;
\
Mesh = Sword_01_low, Sword_02_low, has overlapped UVs (same texture);
\
Set07 = Sword_01_Cover_low, Sword_01_low, Sword_02_low,
texture= Sword_BaseColor, Sword_Normal, Sword_ORM, Sword_test_01_low_initialShadingGroup_Emissive;