lol @ danny... the bottle is empty now
Back to the subject. Here's some info about the UV sets:
Under Edit Polygons -> Texture there are lots of different mapping commands. Most of them has an option to "Create New UV Set". If you tick this on and hit apply, the old UVs don't get overwritten but you get a new set of UVs (obviously
). You can tell this by looking in the marking menu item "UV Sets" of the object. There is the default "map1" and the new set you just created. By switching between these you control which UV you're editing in the UV Texture Editor. To use the sets you need to create a layered texture for your shader and use the UV Linking window to assing (
) the layers (textures) to the UV sets they're intended to go with.
Here's a quick example I did in 5 mins. The parquet texture is using the map1 UV set and the shadow is actually a grid texture projected to a new UV set from the light.