Hmm. So if I have 5 characters in a scene, all with their own materials, I have to combine all of them in one massive node tree with Mix nodes? Even with your example, the two monkeys have the same UVs. What about two different objects like a cube and a sphere? How do you isolate each mesh onto its own UV map? When you create a. new UV map from the original, doesn’t Blender copy the new layout from the original? That’s what happened in Jonathan’s tutorial where he used a separate UV map to layer a decal over the base texture. A lot of questions, I know.