That's such a great visualization ! Straight to the point. Adding to the above comments, if this current body texture was to get scaled down to 1024*1024 (for instance if an hypothetical game was to be set to medium settings, or as the texture gradually loads and mips up during a cutscene), this is all that would be left…
UVs for game art is actually not just about cramming things into a single sheet ; it is also and just as importantly about : - Making the UVs human-readable so that another artist can take care of the texturing (even if the texturing is driven by masks). Meaning, orienting the islands the right way up and grouping parts in…