Important Information
Color and RGB Sliders
Type-H3 uses RGB sliders in expressions for color adjustments.
For easier preview on screen, some ArtMeshes do not start from a neutral white tint. Before you edit the texture in an image editor, turn on the Texture Editing expression (Default hotkey: Numpad 0 + Decimal). That preset sets most R / G / B color adjusting parameters to 255. In this way, the rendered mesh image will be exactly the same as the image on the texture atlas.
While you work, you will often have two expressions active at the same time: your customization expression and the Texture Editing expression.
It is recommended to edit the color of brows, eyes, mouth, and controller buttons using the RGB slider instead of editing the texture directly. While the color of other parts like the body, hair, outfits, and accessories can be adjusted via texture editing.
Symmetric Parts and the Texture Atlas
To save texture space, many left/right pairs share one region on the atlas: a single painted area is mirrored for both sides of the model. Editing that region affects both sides together—you are not editing two independent images.