Multi/Sub material texturing of an already unwrapped character model with only matID 1 set
UnwrapUVW:
Very easy to make polygon selections using seams.
Can’t change matIDs here; matIDs should already be in place.
Editable Poly Sub Object mode:
Very easy to change matIDs.
Can’t make polygon selections using seams.
Solution:
Suppose our skinned character model is just an Editable Mesh object in the modifier stack (with proper UV coordinates and seams).
You are left with an Editable Mesh object with a different matID applied to part of the mesh (perfectly matching the UV seams) ready for a Multi/Sub material.
You can repeat step 1 to 7 to assign additional matIDs to different parts of the mesh.
Notes:
When using the UV editor in the UnwrapUVW modifier there is a button at the bottom right corner “Display Only Selected Polygons”. When you right click a mesh, there is “Unhide all” and “Hide Selected”. I would have expected an option “Hide Unselected” or similar here rather than a separate button.
MaterialIDs are for assigning different bitmaps / materials to different parts of your mesh i.e. hair (procedural), body (unwrap), face (planar or sphere mapping), etc. Typically used in combination with Multi/sub material. Often used for unwrapped (game character) models using UV coordinate maps and seams.
MapID/mappingID is for layering textures i.e. a (seamless tile) brick wall texture for an entire wall with separate textures on top for added detail (graffiti, damaged plaster, etc.)