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enter image description hereI have two objects each with it's own material. I joined the two objects, that gave me one object with two materials. However when I erase the materials and try to put them back on only one material applies. how do i fix this?

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  • $\begingroup$ Can that help blender.stackexchange.com/questions/516/… ? Or is it a different issue? $\endgroup$ – lemon Jul 28 '19 at 9:54
  • $\begingroup$ unless i am misunderstanding i think its a different issue. i have two objects, one with a brown material, one with a white material, i joined them and it gave me one object with 2 materials. but whenever i deleted the material and tried to reapply via image texture it will only display one material $\endgroup$ – Thomas Burns Jul 28 '19 at 10:09
  • $\begingroup$ Starting with 2 material slots, when you delete one material slot with the minus button you now have one slot and all the faces that previously belong to the second are now on the first. So when you readd the second one these faces are still on the first. That may be that. Solution: don't remove the slots but change its corresponding material. $\endgroup$ – lemon Jul 28 '19 at 10:20
  • $\begingroup$ tested it. i can change the material order just fine until i delete all the material on the object. then it will no longer apply two materials just one $\endgroup$ – Thomas Burns Jul 28 '19 at 10:28
  • $\begingroup$ OK. Will try to explain more in an answer, but not sure this will correspond to what you encounter... Just a question before that: what do you mean by "delete all material" concretely and why are you deleting them? $\endgroup$ – lemon Jul 28 '19 at 10:36
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I suppose the problem is the following: you have a mesh with two materials and you want to change these materials but keep respectively the faces that correspond to the first and to the second.

Say we have a mesh with two materials RedOne and BlueOne, like this:

enter image description here

If you remove the material slots and add new material slots, you will lose which face is correspond to which material:

enter image description here

Instead of removing the slots, you should assign them directly the new materials, because faces of the mesh are assigned to slots (and so you keep face/slot correspondences).

enter image description here

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  • $\begingroup$ i believe i'm doing all of that correct. unless i'm just overlooking something obvious. i'll attach a blend file if you'd like to take a look drive.google.com/open?id=114CwznO_lWUyM6ZCxQFcgiRJI_VZKSCX $\endgroup$ – Thomas Burns Jul 28 '19 at 11:06
  • $\begingroup$ In the file, the highpoly seems to be the bad one? $\endgroup$ – lemon Jul 28 '19 at 11:14
  • $\begingroup$ thats odd. for me the bad one is named "bark 1 side" it only has the brown texture, not both the brown and white $\endgroup$ – Thomas Burns Jul 28 '19 at 11:18
  • $\begingroup$ OK, yes, this is this one: but it is also the highest poly count. So I did not expected this one to bad bad. This is not your initial (scanned ?) mesh? $\endgroup$ – lemon Jul 28 '19 at 11:23
  • $\begingroup$ yes that is the original scanned mesh. i scanned both sides of the bark and then joined them in blender $\endgroup$ – Thomas Burns Jul 28 '19 at 11:25

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