Allow MeshPart Textures to read Alpha values (and addition of multiple mesh textures/color3 value)

As a Modeler and Texture’er It’s currently impossible to make proper texture maps that contain alpha values for customizable objects.

The only work around to this is to convert a meshpart into a part with a special mesh object inside and use a decal, although that gets rid of mesh collisions and the ability to assign materials to the object.

or alternatively

Place decals on a meshpart which ignore UV maps since it uses a projection method for faces that aren’t 45 degrees or more from facing that side.

This will allow less restricted methods to letting users cosmetically touch up objects such as (in my user case) vehicle liveries, as well as any other more complex geometry with alpha needs.