There are currently 2 issues with how SurfaceAppearances look:
- ColorMaps appear slightly darker than
MeshPart.TextureID
- Unset RoughnessMaps default to a glossy look

(this affects every automatically converted dynamic head, as they apparently use SurfaceAppearance)
Expected behavior
SurfaceAppearance.ColorMapshould not appear darker thanMeshPart.TextureID- An unset
SurfaceAppearance.RoughnessMapshould inherit the appearance ofMeshPart.Materialor default to look similar toPlastic
