I don’t like saving UVs because they don’t always come out perfect but instead I animate the sliced model in and out of layout and then select “all” vertices and weld them to 0.001m and some times it’s useful to keep things in another scene to keep the working one less populated, grouping is very useful but they all have to be sorted prior to exporting it. What is useful though is that you can rip a piece of geometry and merge it with the animated mapping scene for example where you can modify the mesh at any stage during texturing and merge it back.
It can be useful because when you combine the LODs, animation, damage, texturing, mesh alterations, map alteration, it can be like a ton.
A fixed state or stage of the development of a 3D model should not exist.
Do u know what I mean bro?
My tips are:
1,Retain all major parts to the same scale.
2. Point the wing/s so that whatever they do, u don’t work diagonally.
3. Leave at least 15 pixels between the parts on the map (even if it’s the same object) .
4. Plan is plan, test it.