Its for a game character mesh… The texturing extension we’re using essentially allows us to have 100’s of 2k/4k textures on a model with minimal draw calls and very little texture memory load among other things. We’ve tried alot of work arounds with various problems in each approach being encountered at runtime so I won’t write an essay about those, but my next approach is to break our mesh into approx 30 2k uv maps to get all the detail from our 20million+ vertex painted hi res model onto our low res. Hopefully addressing the problems I’ve encountered with multiple materials on one UV, multiple objects, etc etc. If it’s not possible then I’ll look at some other ideas, but I was hoping there might be a setting hidden away in Blender somewhere that would allow me to test my multiple UV’s theory.