The makeup and character creator menus cover skin tone, blush, and a single eyeshadow color, but some looks need more control than a slider gives you. Custom teeth shapes, two-tone eye makeup, and blush that will not turn off all come down to the same trick: export a texture from Material Editor, edit it in an image editor, and reimport it. This guide walks through those edits, plus how eyebrow shape actually works since there is no bone to grab.
Quick reference
| Goal | Menu control | Needs a texture edit |
|---|---|---|
| Single eyeshadow color | Makeup, eyeshadow color | No |
| Two different eyeshadow colors | Not available in the menu | Yes, edit the face Maintex |
| Reduce or remove blush | Makeup, blush opacity | Usually, set opacity to 0 |
| Blush some skins bake in permanently | N/A | Yes, some FaceSkinTypes bake it into the base texture |
| Reshape eyebrows | HS2PE eyebrow blendshape slider | No |
| Custom teeth shape, braces, fangs | Material Editor teeth Maintex | Yes |
Custom teeth textures
Teeth are just a material like any other, so you can reshape or recolor them entirely through the texture.
In Material Editor, select the tooth material and export its Maintex. Open it in Photoshop, GIMP, or any image editor and make your changes: redraw the tooth outlines for a spiky or fanged look, paint on braces, tint stains or gaps, whatever the look calls for. Reimport the edited file via Maintex in the same menu. The model updates live while the Material Editor window stays open, so you can check the result and go back for another pass without closing anything.
This only reshapes the existing tooth geometry, it can’t add new geometry. A painted fang can read convincingly from most angles, but it will never poke past the lip line the way a modeled one would.
If you have not used Material Editor’s export and import buttons before, see Material Editor essentials for the general workflow.
Two-tone or asymmetric eyeshadow
The makeup menu only gives you one eyeshadow color at a time. For anything split, one eye a different color or shade than the other, or a design that does not match the built-in shape, you need to paint it yourself.
In Material Editor, go to Head > Overall and export the face Maintex. This gives you the current composited face, makeup included, as a starting template. Open it in an image editor, remove or rework the built-in eyeshadow layer where needed, and paint your second color directly onto the texture. Reimport the result via Maintex in the same menu.
Keeping both sides symmetrical is the fiddly part. Loading the base “Miwa” character, applying similar paint to her, and exporting her head Maintex gives you a clean reference layer: drop it underneath your character’s texture in your editor, align the two, then export and reimport your card repeatedly until the eyes line up.
For tuning the eye shaders themselves (iris color, sclera veins, shine) rather than the surrounding makeup, see Working with eyes.
Removing or reducing blush
Open the makeup menu and find the blush color entry. Set its opacity to 0 and it disappears; anything above that blends it back in at partial strength, which is useful for dialing intensity down rather than off entirely.
If redness shows up on the nose or cheeks specifically and nothing looks wrong in the material itself, check the cheek makeup color in the character maker before you go digging through shader settings. It is often a makeup layer, not the material.
Reshaping eyebrows without a bone
Eyebrows have no dedicated bone. Their shape comes almost entirely from the texture, so there is nothing to grab in a bone editor and nothing for a rig-based accessory to follow.
To actually change eyebrow shape, use the eyebrow blendshape slider instead. Open HS2PE in Advanced Mode (right-click the HS2PE icon with the character selected), go to the BlendShapes tab, select Head, and scroll to the eyebrow entries. These sliders reshape the brow directly and combine with whatever brow texture you have set, so start with a texture close to what you want and use the slider to fine-tune arch and thickness from there.
Makeup layering and lipstick
Lipstick follows the same pattern as blush and eyeshadow: a color picker plus an opacity slider under the makeup menu, layered on top of the base skin texture in a fixed order. Set opacity to 0 to remove a layer entirely, or use a partial value to soften it.
That layering order matters when you export a Maintex for a custom edit. The export captures whatever is currently composited, lipstick, blush, and eyeshadow included, so lock in the makeup choices you want to keep before you export, or expect to redo the edit after changing them later.
For broader texture and overlay work beyond the face (skin overlays, tattoos, clothing patterns), see Overlays, tattoos and textures. And if what you actually want is a different expression rather than a different shape, that is handled through Blend shapes, not a texture edit.