Drag your character into the scene and select it.
Go to Modify >> Substance section and load the iSubstance file.

The file location: iClone Template\Materials Lib\Substance\MaterialModifier
File name: MaterialModifier.iSubstance

Once you’ve loaded, the Substance section will activate and catch the character’s textures to the Mesh Data field automatically.
The Base section allows you to tweak the entire material.

If you want to adjust some parts of the character, eg: the jacket or pants, you will need to enable the RGB Mask and Color ID Mask.
After enabling, the Mesh Data section will auto-import Color ID and RGB Mask. You will find the new adjustment sections: Tweak - RGB and Tweak - Color ID.
These two color maps are used for separately controlling the components of the character's Base Color map. For example, Green is for hair color and Red is for skin color in the RGB Mask map. Green is for jacket color and Blue is for pants color, etc. in Color ID Mask map.
You can enable the Check Mask in each section to check the color and find out which controls which part.
RGB Mask:

Color ID:

Every character has its own color map which you can customize the color for different kinds of accessories, eg: the armor.

There are Contrast and Luminosity tweaking options in every map. Base Color has four tweaking options: Contrast, Luminosity, Hue and Saturation which allow you to do more detailed adjustment.

You can tweak Roughness and Metallic to make a jacket like this.

For hair, you will need the RGB Mask and adjust the color gradient. The RGB Mask allows you to tweak the gradient of the map, so you can use the Blur and the Position of Mask to make the hairline more natural.


Before: Blur = 0.00, Mask.Position = 0.5
After: Blur = 1.00, Mask.Position = 0.3
Finally, if you are satisfied with your work, you can simply export your character to any target application as a FBX file.
You can learn how to use ActorCore in major 3D tools including iClone: