UV Maps Forge

The moment a game asset needs a second UV map — a lightmap channel, an atlas layout, a bake target — Blender's UV list becomes a liability. It lives in the Properties editor, works on one object at a time, can't reorder maps at all, and quietly lets objects drift out of sync: UVMap on some meshes, UVMap.001 on others, the render flag set inconsistently, and a bake that comes out wrong with no error message.UV Maps Forge puts UV map management in the 3D View sidebar and makes every operation work across your whole selection.The panel shows the active object's UV stack with inline renaming and a camera toggle on each map for render state. Above it, a highlighted readout shows exactly which map is active — no more guessing which channel your unwrap is about to hit. Add and remove maps with predictable names, and reorder them up or down the stack — something vanilla Blender simply cannot do — with UV data and render flags preserved.The multi-object tools are the core of it:• Add UV to Selected — take the map selected on the active object and add it to every other selected mesh, inserted at the same stack position, then made active and set as the render map everywhere.• Set Active UV — one click makes the chosen map the active and render UV on the entire selection.• Sync UV Stack — rebuild every selected object's UV stack to match the active object: same names, same order, same active and render map. Existing UV data on matching names is preserved; the panel warns you before you overwrite stack order.USE CASE: Forty environment meshes need a second 'Lightmap' channel that must be UV index 1 on every mesh for Unreal's lightmap packing. Set up one object correctly, select all, click Sync UV Stack. Every object now matches, and nothing bakes to the wrong channel.COMPATIBILITY: Blender 4.0+. Found in View3D sidebar > UV Maps Forge. No external dependencies.Part of the Game Asset Pipeline Toolkit Pro Bundle — six tools that share conventions so they slot together: https://theforgefoundry.gumroad.com/l/pro-bundle