My workflow involves selecting one object, selecting the faces I want to texture, going to the UV editor and loading the image that I want assigned to those faces, then repeating this process for several other textures. This results in multiple textures on a single object in the Texture Viewport Shading. There is only a single UVMap but it uses several textures.
Here’s an example file that represents what it looks like after I’ve done it: http://www.pasteall.org/blend/31876
Now I want to have these multiple textures be visible in the material/rendered view. I’ve tried giving a single material all of the textures but it only uses one of them (the lower one). Is there a way to tell Blender to use whatever texture that I applied to each face previously?
It seems very strange that there’s this disconnect between textured view and material view. Perhaps my workflow isn’t the intended way of doing things?