:/ The multiplier for eyes is just the irises, which is fine the whites are an overlay, which works since it means I would be able to use a single-colour mask for the whole eye without it affecting the whites. I'm already cheerfully overcomplicating the project!ĮTA: Mmph, well, I seem to have hit a wall already. The textures are also just the default EA textures. Hi, yes, please do play around with them if you like, I'd be interested to see what you come up with! Yes, my mesh is just the EA eyes mesh taken out of their default face mesh, not edited at all IIRC (it was a while ago!) - I may have moved them forward a very miniscule bit so that the original eyes didn't show through. This will, of course, only work (I use the phrase loosely, I dunno if it'll work, but it's only worth trying) if your mesh is essentially the EA mesh, with the rest of the face deleted, and the eyes moved around a little. I had a look at the mesh, and I can see how you've mapped them: I could remap them normally, but I'm a lazy sod, so I'm thinking that I may be able to just import the UVMap from the EA eye mesh. I'm considering (if you don't object) remapping them and assigning them - somehow, I might delete one so I can get the channels working - to the default eye texture so that they can take the textures of the user's default eyes. Esme, how edited are your mismatched eyes?