I can't get the vertex groups to work for something

I’m having problems getting 2 different colors for the one beam. I put a loop cut and moved it where I wanted the color divided. (white on bottom red on top) but whenever I go to change the color it changes the color of the WHOLE beam. It worked fine for the main part going from the top to bottom of the tower, but I couldn’t get the groups to apply to the smaller support beams. The vertex groups apparently don’t save and I can’t use them over again for other meshes? I tried doing the same thing I did before but it didn’t do anything. Hopefully someone can understand what I mean by looking at the picture and knows a solution… and I also tried UV mapping but that didn’t work for me either.


Post a link to your blend file.

As far as I know, color is determined by which material-index is assigned to a particular face. (Colors are not associated with vertices.) Therefore, as far as I know, the procedure would be as follows:

  • Create materials for each color of paint that you want to use anywhere.
  • For each object that you want to color, add the appropriate materials to each object. This creates the object’s materials-list, and the “material index” associated with each face is simply an index into that list.
  • Select (by whatever means) the faces that you want to color. Then, in Edit mode, associate the chosen material-index with each one.

There is a “many-to-many relationship” between Objects and Materials. You can re-use the same material throughout the blend-file and changes to it will apply everywhere it is used. (Use caution, however, when making changes to the materials-list of any object, since you do not want to get the entries out-of-order.)

Right now, it is probably the case that there’s only one material associated with the object, and every face has a material-index of zero. (Even if there’s more than one material attached, if all of the material-indices are zero, the other materials aren’t actually being referenced.) So, your color-changes are right now affecting the whole mesh.