Like I've been doing because I'm kinda lazy about stuff like that, especially since once a human is imported into Blender, I have to edit all the materials , anyway.
I recently uploaded a pair of high-heeled shoes with lace frill socks, plus eight additional materials and I just uploaded new versions of all their .mhmat files because I've simply been taking whatever MakeClothes puts in them without bothering to fire up the ol' text editor to make adjustments.
Now, I'm not sure if it was me or MakeClothes -- both of us are quite prone to error -- but you gotta watch those bump and normal maps because there is a difference, even though they both have essentially the same purpose.
Texture files are often missing from this part of the .mhmat file, even after making all paths absolute so MakeClothes can find them.
In this instance, the diffuse and normal maps were there, but the spec wasn't.
The normalmapTexture was listed as bumpmapTexture. And down where all the boolean "built-in shader defines" are, "bump" was set to "true" and "normal" was set to "false."
The specularmapTexture was missing and the spec bool was set to "false" -- I don't know why this happens (also transparency maps never seem to work, even after editing the .mhmat file)
I think that you get the normal maps right by checking "Normal Map" under Image Sampling in texture Properties in Blender and that if that box isn't checked, MakeClothes will treat normal maps as bump maps. I don't get why the spec map wasn't included. I didn't have spec set to zero, but I may have set its Z-transparency to zero.
This is not a terribly big deal that's weighing on my mind or anything, since every material must be edited in Blender, but I am curious to know if it's some simple error I am making in my material/texture settings in Blender, or if this is just another quirk of MakeClothes.