The primary problem here is the alpha channel. The values are all generally below 50%, so you're essentially defining all the strands of hair as half (or more) transparent. Hair should generally be white, with soft falloff at the edges and ends.
If you increase the contrast in the alpha channel you'll get more clearly defined strands of hair. I would consider spending more time with the strands in general though. There's a very good tutorial here: https://marmoset.co/posts/how-to-create-realistic-hair-peach-fuzz-and-eyes/ which demonstrates what a good alpha map for hair looks like.
Lastly, Toolbag used dithered transparency, which looks a bit noisy in the viewport. You can reduce the noise by turning up the Sampling setting in Capture Settings (Ctrl+P).
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The primary problem here is the alpha channel. The values are all generally below 50%, so you're essentially defining all the strands of hair as half (or more) transparent. Hair should generally be white, with soft falloff at the edges and ends.
If you increase the contrast in the alpha channel you'll get more clearly defined strands of hair. I would consider spending more time with the strands in general though. There's a very good tutorial here: https://marmoset.co/posts/how-to-create-realistic-hair-peach-fuzz-and-eyes/ which demonstrates what a good alpha map for hair looks like.
Lastly, Toolbag used dithered transparency, which looks a bit noisy in the viewport. You can reduce the noise by turning up the Sampling setting in Capture Settings (Ctrl+P).
It was because of Alpha.
I will try texture creation with X-gen!