Why would you need different UV channels for those pieces? You only need different UV channels when the same geometry needs different uv-mapping (like Crazybutcher suggested with lightmaps for example) - unless you mean different materials for each part. All the different maps could all be on the same UV channel though.…
Not mentioned but important... multiple UV sets may double the vertex count of the model. Some engines are smart about only storing the deltas (differences) between multiple UV sets, but still, good to know. This old-ish article might be a good read. http://www.ericchadwick.com/examples/provost/byf1.html Another reason for…