

If you open up your object data file with a text editor you will see this in the export file clearly noted. However in MD you can color (creating a unique color ID) the base material using the 'color pallet', this can then creates a 'unique' color code (RGB) for the base material (Fabric) which gets exported as a MTL (Material ID). This is generally a number associated to the RGB color makeup for that base color. When you select any fabric from your material stack (list) on the right, that = a 'material shader' in typical CG software > Therefore the ID for any MD material = the MTL base shader or in MD's case the base material type color in the diffuse channel. And then applying the remaining fabric to your garment, keep it all as one material. The RGB color can then be changed or you can drag a new color swatch onto your diffuse, the texture image is then a seperate element within that base material shader.Īpplying a single fabric to your model > equals deleting one of the fabrics. A PBR fabric has a type (mat, shiny, metal etc), it has a base MTL (material ) ID color that can be set to a unique color ID by double clicking on the color chip in the property editor diffuse channel that will bring up the base color palette.

Select a fabric (double click fabric in fabric TAB) and then look in the property editor below > it will now list the fabric (Mat) atributes.
