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are you using cycles render & nodes to display your materials? using those can fix your eye problem without needing to touch the UV editor.
EDIT: I'm asking because I need to know if you are, so i can provide your list of instructions to fix this problem.
To simplify my issue it's a mix between UV Mapping and Materials. Even when I've deselected the eyes and group them and rest of the head as separate in Materials they remain together. Only upon putting them in separate groups does this seem to stop. I've compared this to a different, complete Sonic model where the mesh is all in one group.
As for the texture itself, like Dr. Shenanigans inquired, I've used nodes to apply the texture/png but when inspecting the model it doesnt appear. I'm unsure if it's me or the model I'm using
In summary: How to I separate the mesh of the eyes and head, so the UV maps will be separate, without putting them into different groups? I will need the entire model's mesh to be in one group when complete.
What is the process to input the eye texture? I've done UV mapping and want to be sure of the method I used.
An extra question I'd like to ask is how to get an armature to resemble that of Sonic models already used in SFM. They lack the regular "skeleton" build and only have points at specific points on their bodies (elbows, shoulders, knees, etc).
There is most likely an easy solution but I'm still learning everything so I apologize for my lack of inteligence on any of these subjects.
the wording of this post confuses me, I have to admit, I have not actually worked with adding my own materials onto models, just using existing ones. what I will ask, however, is where does the model's vertex groups fit into this equation? Does the model even have vertex groups?
I asked if you were using Cycles Render for a good reason - working with nodes in it is much more straightforward for using character skins (at least in my experience) than with Blender Render.
at the top menu bar, look for Blender Render, click on it and change it to Cycles Render.
you then can set up a simple image in a material with cycles nodes using an image material node, a diffuse shader node, and it's respective output.
In edit mode, select the head of your model, and enter UV editing mode.
Optionally; generate a gray checker pattern for use as a temporary skin to see how things work.
select the vertices that make up the model's eyes.
are the eyes of your model's UVs directly attached to the eye sockets? if yes, then you will need to re-unwrap your model, but this may force you to completely redo your textures and I doubt you'd have the time for that.
I have a feeling that going through this will be unnecessary, especially if your model has multiple textures.
you said that it doesn't have an armature, so, first thing's first- make an armature, get your vertex groups set up, rig your model if need be.
once that is done, go into your armature's "Object Data" tab, you can change how your armature looks like in the display section.
also, since you're using characters and not architecture, look up how to do Inverse Kinematics, it'll make your animating life a whole lot easier.
all else fails, experiment with other things to see how they work!
My thanks to both him and the Renderer for taking the time to help me on this. :)