In the docs there is a specification for the Texture count:
“No more than 2 textures (at a resolution of 512x512px or lower) per wearable. All textures must be square.”
Ok - for example, I have two single Textures applied to two Materials in Blender. One Texture is TGA 32bit with an Alpha channel, one Texture is TGA 24 bit RGB only. First Material is RGB+Alpha, Second is RGB for Emission. But uploading this model to the Editor creates “3 Textures, 3 Material” even if there are only two Textures and two Materials.
It looks like it counts the additional Alpha channel - which is part of one texture - as an additional texture? So I could either use one Texture with an Alpha channel or two RGB only Textures, but not mixed?
What is the official allowed count in this case? The physical Textures (2) or what the Editor counts (3)? In other words: would this be a reason not to approve it?