

I've checked both meshes, and neither is suitable. parts, only for helping with 'which parts of the texture do what?' from a non-mesher's viewpoint.) (I am not on board to just teach somebody how to recolor hair, either the S4S parts or the Photoshop/GIMP/etc.

If you are interested, and if you are already comfortable making single-colored hair recolors, I might even be able to help walk you through learning to do it yourself. If we can find a mesh that you like, and that I can get to be split dyed without too much hassle, I'll give it a go.

is it the sort of thing that's in your photos, which are all fairly similar styles, or were those just examples of the split dye coloring and you actually want pigtails or something?), so that I can see if there's an existing split dyed hair that'll work.ī) Regardless of your answer to the previous question, is there a specific mesh or a small number of potential candidates that you'd like to see used if it's possible to do so? With that in mind, I'm willing to take a look at doing this, but since you didn't specify a hair you want recolored, I have some questions, namely:Ī) Have you seen any of the existing split dyed styles for TS4? These will generally be really easy to recolor, so if there's a style you like that just doesn't have the colors you want, a link would be perfect, whereas if you haven't found a style you like, or haven't seen any at all, then I'd need to know what kind of hair you want (i.e. again, depending on how the texture is mapped on the mesh. It's also possible for it to be doable, but difficult. To be specific, if the hair is mapped in such a way that part of the texture is used in different places on both the left and right sides of the head, then it is not possible to recolor that specific hairstyle in a split dyed style (unless someone were to re-map the mesh, which is a very different undertaking).

So, half and half coloring like this could actually be super easy, depending on how the texture is mapped on the mesh, but it could also be genuinely impossible, depending on how the texture is mapped on the mesh.
