This is a super simple example in Maya and UE. The base mesh is modeled as is, UVs are exactly the same and laid out in the first channel for both cubes. The material in UE is setup to apply specific elements to only one of the vertex colors (very rudimentary example). Viewing and assigning vertex colors differs amongst…
totally overlaid, exactly what you want in order to achieve the largest UV space/texel density per mesh, all on one uv set. For organization/visualization in Maya/Max/etc, you can offset the UV's by 1.0 + or - in the desired direction so you can work with them easier, but it isn't necessary if you either combine meshes in…