Core Utilities
Core Utilities
What's new in Core Utilities · Blender 3.3 – 5.2
1.5.0 — 28 September 2026
One UV map was never enough for baking. This release lets UV Automation work on any UV map your meshes share, packs it into the 0-1 tile when you ask, and shows you every mesh's UVs at a glance.
Added
UV Automation works on any UV map. A new UV Map dropdown in the Run section lists the UV maps every selected mesh shares, and every mesh under a selected parent. Pick one, such as a mask or bake map, and Run UV Automation for Selection and Run UV Automation per Asset both work on it. Meshes without that map are skipped and named in a warning. Your other UV maps, including the one used for export and rendering, are left exactly as they were. Active UV Map works as before.
Pack into 0-1 Space. Tick it and every island lands inside the 0-1 tile, ready to bake in Substance Painter or Blender. Islands keep equal texel density relative to each other; the target TD value is not enforced in this mode, since that would push islands back out of the tile. Run per Asset gives each asset its own tile.

Preview UVs in the UV Editor. The eye button next to the UV Map dropdown, and in the UV Editor header, draws the chosen UV map of every selected mesh, and every mesh under a selected parent, in the UV Editor. It works in Object Mode too, so you can check a whole asset without entering Edit Mode. Switch the map it shows from the same dropdown. Anything outside 0-1 is drawn in red, with a count in the corner of the UV Editor. Right-click the eye to Assign Shortcut. Turning the preview on or off is not an undo step, so Ctrl + Z never just switches it off.

Fixed
Running UV Automation from Edit Mode returns you to Edit Mode. It used to leave you in Object Mode.
Core Utilities
What's new in Core Utilities · Blender 3.3 – 5.2
1.5.0 — 28 September 2026
One UV map was never enough for baking. This release lets UV Automation work on any UV map your meshes share, packs it into the 0-1 tile when you ask, and shows you every mesh's UVs at a glance.
Added
UV Automation works on any UV map. A new UV Map dropdown in the Run section lists the UV maps every selected mesh shares, and every mesh under a selected parent. Pick one, such as a mask or bake map, and Run UV Automation for Selection and Run UV Automation per Asset both work on it. Meshes without that map are skipped and named in a warning. Your other UV maps, including the one used for export and rendering, are left exactly as they were. Active UV Map works as before.
Pack into 0-1 Space. Tick it and every island lands inside the 0-1 tile, ready to bake in Substance Painter or Blender. Islands keep equal texel density relative to each other; the target TD value is not enforced in this mode, since that would push islands back out of the tile. Run per Asset gives each asset its own tile.

Preview UVs in the UV Editor. The eye button next to the UV Map dropdown, and in the UV Editor header, draws the chosen UV map of every selected mesh, and every mesh under a selected parent, in the UV Editor. It works in Object Mode too, so you can check a whole asset without entering Edit Mode. Switch the map it shows from the same dropdown. Anything outside 0-1 is drawn in red, with a count in the corner of the UV Editor. Right-click the eye to Assign Shortcut. Turning the preview on or off is not an undo step, so Ctrl + Z never just switches it off.

Fixed
Running UV Automation from Edit Mode returns you to Edit Mode. It used to leave you in Object Mode.
Core Utilities
What's new in Core Utilities · Blender 3.3 – 5.2
1.5.0 — 28 September 2026
One UV map was never enough for baking. This release lets UV Automation work on any UV map your meshes share, packs it into the 0-1 tile when you ask, and shows you every mesh's UVs at a glance.
Added
UV Automation works on any UV map. A new UV Map dropdown in the Run section lists the UV maps every selected mesh shares, and every mesh under a selected parent. Pick one, such as a mask or bake map, and Run UV Automation for Selection and Run UV Automation per Asset both work on it. Meshes without that map are skipped and named in a warning. Your other UV maps, including the one used for export and rendering, are left exactly as they were. Active UV Map works as before.
Pack into 0-1 Space. Tick it and every island lands inside the 0-1 tile, ready to bake in Substance Painter or Blender. Islands keep equal texel density relative to each other; the target TD value is not enforced in this mode, since that would push islands back out of the tile. Run per Asset gives each asset its own tile.

Preview UVs in the UV Editor. The eye button next to the UV Map dropdown, and in the UV Editor header, draws the chosen UV map of every selected mesh, and every mesh under a selected parent, in the UV Editor. It works in Object Mode too, so you can check a whole asset without entering Edit Mode. Switch the map it shows from the same dropdown. Anything outside 0-1 is drawn in red, with a count in the corner of the UV Editor. Right-click the eye to Assign Shortcut. Turning the preview on or off is not an undo step, so Ctrl + Z never just switches it off.

Fixed
Running UV Automation from Edit Mode returns you to Edit Mode. It used to leave you in Object Mode.
Have questions about this product?
Login to message
| Blender Extension Compatible | Yes |
| Published | about 2 months ago |
| Blender Version | 3.3 - 5.2 |
| Extension Type | Add-on |
| Render Engine Used | Cycles |
| License | GPL |
Discover more products like this
utilities parenting uv asset prep Tachyon batch-rename modifiers addons texel density materials Workflow cleanup