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I managed to retrieve the models' real colors. But the process is kinda tricky, or maybe not so much for someone who actually works in 3D modelling. I'm just an amateur. Also I hope I'm explaining myself well, as I'm not a native speaker.
Basically, the colors are stored in the material files, and they're applied through the _msk files.
The material files have three color values: SkinColor, PrimaryColor and SecondaryColor.
The *_msk texture files have one or more of red, green and blue. The red channel maps to SkinColor, the green channel to PrimaryColor and the blue channel to SecondaryColor. If the mask file is smaller just resize to match the main texture (sometimes the mask file is tiny and has just one color; in that case apply the color to the whole thing)
I manually applied the colors from the material files in Photoshop, using each of the RGB channels in the _msk textures as a mask. I used the "multiply" blend (on lack of a better idea) over the textures, then I saved and applied.
Ah, the colors are stored in values from 0-1. You'll probably need to multiply by 255.
Pretty sure there's a way to automate all of this, also pretty sure there are more relevant values to replicate the original visuals. But right now I'm not in the mood to research further. Gotta post the final textures too.