Ah, now i see wat you mean
If you remove the bowe by removing the textures then make sure that area were the bow was is completly erased, there shouldn't be one pixels left!!!
If this doesn't fix it then it is prolly caused by the opacity settings.
The hair and bowe are set to transparancy enabled but with several parts set to transparancy you must set wich part will overrule the other part(texturewise...)
The bowe is on top and has higer opacity settings so it overrules the hair underneath it.
It looks if that is the case here.
But there is a more simple way to remove the bowe without even editing the texture file but keep in mind this will remove it forgood, not turning back.
If you open the package with simpe you see the geometric data container
click it and click on the file name on the right window.(buHairBald_tslocator_gmdc)
In the bottom window you see the mesh and its parts:
the first is the bald head
the second the hair file
the 3rd/4th and 5th is the bowe.
Go to groups, there you see them again
highligt the bottom hair_alpha(facecount50/vertexcount50) and delete it
highligt the bottom hair_alpha(facecount36/vertexcount34) and delete it
highligt the bottom hair_alpha(facecount24/vertexcount34) and delete it
Click commit and save the package, the bowe is now deleted from the mesh.
I have no problem if you upload those files and you will not have any issues with it anymore.
For those who want it, i included the uvmap in the colors post.
I made one stupid mistake tho, i should have keep the bald head from the infant instead of scaling down the toddler bald head wich came with the hair mesh.
This results in a very small bald head on the uvmap, wich you cant recolor as it is linked to the skintone files.
this can result on skincolor difference on the infant head.