try assign a new material to the whole mesh. looks like the finger tips have the default lambert and the rest you have previously assigned a phong/blinn
It turns green because there is no material assigned to it. You should leave one material still assigned to the mesh and your engine generally should recognize the mat id's.
Anybody know about a way to assign multiple materials to a mesh via a mask? It would be impossible to assign the materials via faces in maya. Basically the idea here is to have lots of little details on a mesh get assigned a refractive shader while the rest of the mesh is a standard metallic shader. After a bit of…
I would like to select a model, than click a button and have it select all the faces on the model that do not have materials assigned to them. Anyone written this yet?