
Here you can see the results of the bakes on the left and then the standard diffuse in the middle. On the left is the two objects with the opacity maps applied, which again look better once rendered or in game.

With the hair I deleted all the inner facing polys which left me with a flat plane shell, this was necessary for the opacity maps to work. In 3Ds max these materials have to applied as 2 sided, or else they dont show from the reverse, I have also found a double sided shader script for unity.
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