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Tutorial Intermediate

Facial detail: teeth, makeup and brows

Finer face work: custom teeth textures, two-tone eyeshadow, removing blush, and reshaping eyebrows without a bone.

Requirements
  • MaterialEditor (deathweasel)

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

GoalMenu controlNeeds a texture edit
Single eyeshadow colorMakeup, eyeshadow colorNo
Two different eyeshadow colorsNot available in the menuYes, edit the face Maintex
Reduce or remove blushMakeup, blush opacityUsually, set opacity to 0
Blush some skins bake in permanentlyN/AYes, some FaceSkinTypes bake it into the base texture
Reshape eyebrowsHS2PE eyebrow blendshape sliderNo
Custom teeth shape, braces, fangsMaterial Editor teeth MaintexYes

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.

Need actual 3D fangs or raised brace brackets? A texture edit can't add geometry. Use a head mod that already includes fangs, the dedicated Tiger Teeth face accessory, or parent a small prop (a scaled cube works fine) to the teeth so it moves with the mouth.

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.

Blush that will not go to zero: some FaceSkinTypes bake a flush into the base skin texture itself instead of applying it as a separate makeup layer, so the opacity slider has nothing to turn off. If the blush opacity does nothing, export the face Maintex in Material Editor, paint out the red area in an image editor, and reimport it, the same technique used for the teeth and eyeshadow edits above.

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.

Attaching an eyebrow piercing or similar accessory? It will hold its position relative to the head, not the eyebrow, since there is no eyebrow bone for it to track. Expect to reposition it if you change the brow shape afterward.

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.

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