Author Topic: More ways to define a texture set in blender?  (Read 1252 times)

Right now in order to separate a mesh into several texture sets I need to set different materials onto it's different polygons. However, this technique competes with the necessity to set different materials onto different polygons for the color ID map. And any mesh can only have one material per polygon. Therefore, when I am building a complex mesh, that has to be a single object (to keep the relative scale and proportions), I need to choose to either use materials to define Texture Sets, or to define color ID map. There is no need to explain how important both of the latter things are.

I wonder if there is a way to define texture sets in some other way than by setting up the materials?

Hey, you don't necessary need to rely on materials to define ID maps: vertex color ( or hand painted maps) are generally better options

Man, that is one cool idea. I will definitely check it out. Thanks!

BTW, this Blender add-on seems to be really nice for ID mapping: