NOTE: Originally posted by ELE08
HOW TO EDIT MAKEUP IN GIBBED EDITOR
Open your savegame in Gibbed editor and navigate to the raw tab.
-Scroll down to expand Player-->Appearance-->Morph Head
-Open up the "Vector Parameters" menu
These are all your appearance color values
The important ones:
HED_Blush_Vector = blush color
SkinTone = "
EYE_Iris_Colour_Vector = eye color
HED_Hair_Colour_Vector = hair color
HED_Lips_Tint_Vector = lip color
HED_EyeShadow_Tint_Vector = eyeliner color (the darkest part on the lid)
HED_Brow_Tint_Vector = eye shadow (the smoky part above the lid)
If you expand the value [+] there are 4 numbers A, B, G, R
The one's we care about are R, G, B
This is where we input the RGB values of the color we want - but they will need to be converted
Rough example -
Pure blue RGB = 0,0,255
In Gibbed you would enter each value divided by 255 approximately
This is a rough example, most colors you will be using will be much smaller than 1 as this will look extremely saturated. Values above '1' will begin to 'glow'
The second important place to edit is "Scalar Parameters" which is located a few boxes above "Vector Parameters" where we just were.
These values will adjust the transparency of the color we just edited, and is also the best way to tone down the clown-rouge from the creator or an imported face.
The important ones
HED_Blush_Scalar = blush intensity
HED_Addn_Spec_Lips_Scalar = lip glossiness
HED_Addn_SPwr_Lips_Scalar = will affect the appearance of lip gloss. 0=more iridescent, 10=more glassy. experimentation required *note: value settings for this will be between 1 and 10
HED_Lips_Tint_Scalar = how opaque or sheer lip color will appear
HED_EyeShadow_Tint_Scalar = how opaque or sheer eyeliner will appear
HED_Brow_Tint_Scalar = how opaque or sheer eyeshadow will appear
The value you will want to enter will be between 0 and 1.
0 = completely clear
1 = completely opaque
IE a value of 0.5 will be sheer somewhere in between
And that's it. Save your edited file and test it in-game to see the results.
edit - thank you to Aislinn Trista for clarification of lip scalar settings