Now that's something I didn't know. So I would select all the cloned objects (for instance my flap ribs you may remember) and add a Unwrap UVW modifier and in the editor weld the overlaid/stacked vertices. Is that correct?Here's an example. I have a bunch of those fasteners that hold down those modular units on a panel on my current project. I started with one, mapped it, then cloned it until I had 30 of them. Now I have a part with 30 elements, and the uvw maps are stacked on top of each other. I make the part an editable mesh and type "getnumtverts$" into the listener window and it reports 3000 texture vertices (total polys are 5460). Now I weld all the common vertices in the uvw editor and when I re-check the number of texture vertices I get 100!