TL;DR: UV stats are meaningless, things like texal density, and having enough padding to ensure proper bakes are what is important. A super tight layout with the least % of wasted space is often a *bad* layout.
You're better off not worrying about it and making the best of the space, taking care of stretching, making it easy to paint on and padding things properly. Users/players aren't going to be checking your UV layout and then deciding if they buy the game or not based on how efficiently you unwrapped things.
Experience and your eyes are the best judge... Script are flawed because they normally count raw pixels but they don't take into account, padding or what it will look like when the material mip-maps.
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http://www.polycount.com/forum/showthread.php?t=80947
TL;DR: UV stats are meaningless, things like texal density, and having enough padding to ensure proper bakes are what is important. A super tight layout with the least % of wasted space is often a *bad* layout.
Experience and your eyes are the best judge... Script are flawed because they normally count raw pixels but they don't take into account, padding or what it will look like when the material mip-maps.