Materials
A model is organised by material. Every polygon belongs to one material, and each material carries its own name, values (color, metallic, roughness, emission and so on) and textures. A character might have separate materials for skin, eyes, clothing and hair; a vehicle for body, glass and tyres.
Working one material at a time
Most of Vertexix works per material. You select one or more materials, then retopologize just those — or Pass Through them to copy them into the created topology unchanged — and the created topology is built up piece by piece. UV maps and bakes are made for the selected materials, and painting lands on the material chosen in the Paint Palette. A badge on each material's row shows whether it has been remeshed or passed through, so you can see what is left.
In this section
- Material Tools Window — choose which materials the next step acts on; Pass Through, hide, group and delete materials.
- Edit Material — change a material's name and its Standard PBR and Open PBR values with a live preview.
- Material Values in Exports — how material values are written to each export format and read back on import.