I don't mean to further the "max can do it" debate but I don't know how to get it done in maya and if I suggest how it can be done in max it might help you figure out a way. Since they have different face counts and face mapping would map each face, you could remove the defined edges from all but the boarders making them…
Yeah, exactly. The problem Im having now is your script works awesome for unwrapping them each to fit the UV space, but some are rotated such that the bottom edges in world space (where they would intersect the ground) is rotated 45-120 degrees so that the bottom edge in the editor is actually pointed up or in an opposite…