If you select both the meshes, you can do whatever operations you want in the UV editor. Unfortunately, if you want to use the layout function to layout the UVs from multiple meshes it only works on a per mesh basis, and will give you overlaps.
test render: other than the minor artifact in the crotch area and toes, the normal came out smooth. about 17.5k tris total just the body alone. good enough resolution. simple uv unwrap using maya's layout function, for now. sim layouts (hard edges)
I am like in love with your recycling bin, haha. And your UV layouts are sooo neat! I'm jealous of your UV layout skills. I agree about the rocks looking a little peanut-y, but all in all, looking good! Keep up the good work!
I think the icon sizes are fine, and your new layout is great. You'll be glad that it's easy to add images to your site once you are in the industry. It's nice to be able to keep your website up to date without having to spend a bunch of time making everything fit in a fancy layout.
Love the expression on his face. Some helpful things for us to know is polycount allowence, make this fish only 1000-triangles ect... texture sizes and pimping the layout of the diffuse would be cool also to get better critic and help on your texuring and unwrap UV-layout. Welcome to polycount!
Yes. Your UV layout in a way is "too good". You can get some issues in engine! But aside from all that the back came out killer. I'd recommend just trying to add some padding if you want to show your UV layout in a portfolio.
Depends on what tools you have available. Your layouts only matter in reference to your mesh. It's difficult to judge them without seeing the 3d layout. We have some resources on our wiki, have you looked there yet? http://wiki.polycount.com/wiki/Texture_Coordinates
I've seen that mosaic layout on other portfolios before, I find it annoying. I was on an artist's portfolio and there was a specific piece of his I knew about that I wanted to show someone, it took way too long to find it and I was cursing the clunky layout the whole time.
by the way,did u do a flatten UVs for ur model? If so,you might wanna reconsider that,you would need a better and efficient UV layout than the current one. If you have the original UV layout with textures,can u show us that? Vj
Oh. I didnt read, that you need a UV Layout for some faces, that are part of different meshes. Then Layout UVs will not help you, I suggest to extract and combine your faces, and somehow transfer or replicate your UVs on the original meshes, maybe copy/paste UVs in the UV Editor is helpful...