Hi. Alpha hair is one of the hardest things to make for ts4, not a good idea to start from it.
It is not meant to be in TS4, the games isnt programmed to render it properly, which makes it particularly challenging to adapt it.
To avoid or successfully fix
the main issue with it, you need to model the hair in a specific way.
To have an easier time understanding how to do it right, it'd be best to fix the issue on something first, which is why it is a better idea to start by adapt a premade hair before making your own.
Anyway, the hair must be made in layers. You want the middle layer to be mostly opaque, because it will minimize rendering issues.
The fastest and most practical way of making it is:
- find a maxis mesh that is similar to what you have in mind;
- modify its shape with proportional editing or pose brush;
- using bsurface addon( built-in addon), create a new shape while defining the edge flow;
- once happy, mark seams and unwrap;
- to make flyaways, duplicate some edges, convert them to curves, extrude and offset them. Change the tilt, radius and position of vertices. Once happy, generate uvs and convert to mesh;
- layer the mesh and adapt it further by transferring data;
- get it in game and check how it behaves;
- textures can be made in many ways but, imo, the best one is creating hair strands with the hair system and rendering them ( look up something like "generate hair card texture in blender")
You can find how to set up the material in the second section of
this post. Its the same in old blender
You can find many non-ts4 specific tutorials on the topic of "making game-ready hair in blender", just dont follow the ones where the hair isnt layered in a reasonable manner.
Also, do not buy any plugins or download any paid programs. Sometimes people make it seem like something is impossible or unnecessary difficult in blender, but that is not true in this case. We had some difficulties recreating the transparency issue in blender, but that was because of unsuitable examples of meshes, not blender's shortcomings.