A rather general question with a few answers I've experimented with, but what is the best way in your opinion to handle complex stacks when baking out normal maps? I notice a lot of the time, instead of just tackling the problem, unique UVs are created instead. But when it comes to creating environment models, for instance, there is a lot of overlapping to keep the resource count low.
With that prefaced, let's frame the question this way: what is best for a figure/character model, and what would work best for a generic environment piece that uses a planned texture? I'm sure there is some overlap to the technique, but I'm curious as to how this problem is tackled by this diverse pool of 3D artists!