So, I’ve re-imported the default Roblox limbs, UV mapped them in blender again, then reimported to have my own pseudo layered clothing that works with any outfit. However, I’ve stumbled across an annoying issue: in the torso, the pants and shirt will clip because you can’t have two meshtextures on a single mesh.
The reason why the torso’s shirts and pants are clipping is because they are two meshes that are inside of each other, with pants having a smaller size. However, for it to show the skin underneath, the Mesh’s transparency was made 0.02 in order to get around this. This bug will not happen with Transparency set to 0, however it will not show the skin on transparent parts like I want it to.
Is there a way to work around this? (NOT SURFACEAPPEARANCE, YOU CAN’T CHANGE COLORMAPS FOR THOSE IN-GAME)
And if there isn’t a way to work around this, can someone with access to Feature Requests please suggest the addition of multiple MeshPart TextureIDs with ZIndex? I find it’d be very useful for much more than just layering clothing.