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if you have Photoshop:
Shading the model
It is basically that you get the model detailed and so it won't look bland.
First, you get the normal map first and change the hue/saturation(for detail) all the way to the to the left then copy, next, you get the alpha channel(ambient occlusion) from the normal map channels then copy once again, furthermore, you put your saturated normal map and the alpha channel to that UV color map then put multiply(overlay gets it to damn bright and kill the blue channel).
You can change the opacity so it won't seem to dark.
If you don't I could (I have Photoshop and could rip Corrin's textures).
With my point of view
It needs the shading too.
at least it has cubemaps.
I am an idiot, i cant believe it took me this long to figure out the update i made to add firstperson arms used the pre-hair fixed model.