Hi. Simply editing the texture will not work, you must edit the uvs and include the mesh. The author allows it so long you will credit them
first image - a cube, 3d model
second image - its 2d representation, uvs
third image - how the texture will be projected on a cube if you represent it this way
The process of creating a 2d representation of a 3d model to define how the texture will be projected on its surface is called uv unwrapping.
The tail is uv unwrapped on the cheek. If you will recolor that area of the texture, it will be projected on the cheek as well.
- open the package in s4s, in the Mesh tab export all lods;
- open lod0, select s4studio_mesh_1, switch to edit mode (TAB), in UV editor press A to select everything, then assign the template above to the background;
- press R 90 to rotate the mesh, then G and move it in the Bicep R Bicep L area;
- press S to scale to fit that area. Press S X to shrink horizontally and S Y to scale vertically;
- click on UVs, choose Export uv layout, save the blend;
- open lod1, assign the exported uv layout to the background and match the existing uvs to it;
- do the same for all lods;
- in s4s go to Crete 3d mesh, clone any Base game bracelet, import all blends there;
- using the exported uv layout, create all textures