Why does this material look correctly in Eevee, but almost invisible in Cycles?

File is at https://www.renderhub.com/rip-van-winkle/aris-from-dark-avenger-3 . It is free to download (account needed), but probably I am not allowed to re-upload it here. In the downloaded ZIP file, there were DAE, FBX, and OBJ. I used OBJ, because when imported the two other formats, the material was not automatically imported.

Eevee

Cycles

Are you using the right texture for the alpha channel? The _d suffix makes me think you’ve just re-used the Diffuse texture again. If there’s an Alpha channel baked onto the Diffuse texture, then you should be using the Alpha output of the texture node.

It probably works better in Eevee because it appears you haven’t enabled an Alpha Mode for the material in the material settings

I did not edit the material (except that I moved nodes to make them fit in the screenshot), so I am not sure if this is bug of Blender(import error)/the website, or as the creator had created. There seem to be four files: _d,_i,_n, and _s. I think n is for normal, s is for specular, but I am not sure what i means. Anyway, I changed the _d to _i, and it now looks correctly.


There is no alpha to be used…Face_I.png is a Light Map to be used in XNALara. If you want it to look correct get the XNALara addon to import the .xps file…it will auto add a custom XPS shader node…

If you want to use the FBX then use a shader tree like this and you can get real close to the XNA version…


same tree for face and body.