The thing is i am already using Mirrored Uv´s and overlapping uv´s and i used the normalize uv´s option in TexTools which gives me this big uv shells in the first place.
Hope i didnt missunderstand anything but doesnt lowering the uv shell size mean bulkier textures or lower res textures?
You can reduce the shells to fit inside the box without losing any texture quality. The frame signifies the area which would be rendered if you do a render to texture/render UV wires. You would choose the size of your texture in your chosen texture software. If you plan on doing a render to texture with your chosen UV layout (everything inside the frame), you choose the output size in the render to texture popout. The square pattern is to help make sure that all shells are to scale, and shows if any shell has a larger texel density than others.
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The preview checker is not indicative of the pixel sizes, unless you're using a 16x16 texture!
If not rendering for game use, you could use a variety of techniques, like procedural texturing, and/or UDIM (http://www.neilblevins.com/cg_education/multiple_uv_tiles/multiple_uvs_tiles.htm).
But for games, you can optimize the UV space by mirroring, and overlapping uvs.
See
http://wiki.polycount.com/wiki/Texture_Coordinates
and
http://wiki.polycount.com/wiki/Texture_Baking#UV_Coordinates
Hope i didnt missunderstand anything but doesnt lowering the uv shell size mean bulkier textures or lower res textures?
If you plan on doing a render to texture with your chosen UV layout (everything inside the frame), you choose the output size in the render to texture popout.
The square pattern is to help make sure that all shells are to scale, and shows if any shell has a larger texel density than others.