it's actually very simple, what may be confusing is that the workflow is different than standard software
you just need to pay attention to the top section of textures - not the bottom shader box - leave that as is.
1 - color map - the simple color of the hair texture
2 - the opacity map - is a way to make parts of the mesh invisible the white makes it visible, the black is invisible. that is the magic factor in this particular hairstyle.
one way to emulate this style - is simply with a photoeditor manually - you have iclone send a copy of the mesh map uv to photoeditor, and you paint over that as a guide, in this case you can use a speckled type brush to paint random white dots on a black background to give it that grainy weaved look
3 - bump normal map - is what gives the hair a virtual textures with normal maps - mainly through shadows and how it causes the system to reflect shadows on the mesh.
4 - ao - is for adding more shadow detail with ambient occlusion - it pronounces the shadows a little more ( 3D is all about the shadows )
5 - metallic - adds more chrome like shine - black is no shine, white is full metal ( also makes texture look darker )
6 - roughness - is basically like a specular setting - with black being full gloss shiny, gray a dull shine, white is no shine
7 - displacement - is basically mesh deformation through graphics / heightmap - i don't use this often on hair because it breaks meshes.
8 - glow - glow map
9 - blend - basically you can overlay an additional image over your first - good for things like adding a dirt map
mastering this basic section will give you great control over the look you want, the 2ndary part is just additional small details - it works like most other texture systems, but it's broken down to a fundamental workflow - so it looks alien, but it's really simple once you understand the basics.
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"To define Tao is to defile it" - Lao Tzu