Got it. I’ll try to walk you through it. So, I’m guessing you want Lexie to have 1) a material that shows the UV texture as the color of her skin where there isn’t fur (i.e., the inside of her ears), and 2) a fur material that drives the color of her fur based on the colors you’ve assigned using the UV mapped image texture.
You’ll need 2 materials added to your Lexie object. One will be her skin - call it “Lexie Skin”. That can be as simple as the color of your image texture going into the Base Color input of the Principled BSDF shader. The next will be your fur shader - call it “Lexie Fur”. You can still use your image texture to influence the color of the fur by connecting it to the Color input of the Principled Hair BSDF. I’ll provide a sample file for you to look through.
To add another material to your object, click the small “+” sign to the right of the list of material names:
Then you’ll want to make sure you have Lexie’s vertices assigned to the Lexie Skin material instead of the Lexie Fur material. Do that by Tab
bing into Edit Mode, select all the vertices you want assigned to the skin shader, and click that little “Assign” button beneath the material list. That will make sure that anything not covered in fur will render as skin.
Now, in your particle system settings, you’ll go to the Render settings and ensure you select your Lexie Fur shader in the Material block:
You’ll set up your Principled Hair BSDF to get its color from your UV mapped image texture like so:
Then, it should just work - you’ll need to tweak your shaders to get the look you want, but you should be good as far as using an image texture to drive the strand colors of particle hair. I’ve attached a file for you to look though. It is a simple head model with two colors of hair based on a UV mapped image texture (that should be packed in the file):
Sample .blend:
Generic Head_02.blend (2.2 MB)
I hope this helps, and please let me know if you have any further questions.