Yeah, what SyncViewS said, you should not have to worry about that anymore, use CSS containers for your layout, it's much more flexible (and modern ;) ).
If I'm not mistaken, you're going to have a lot of issues with custom UV layouts, rigs/animations, etc. UT3 isn't as moddable as some of the previous versions.
For a place with ornate structural layouts I don't see a lot of well cast shadows or light shined in from the windows. But the chests are really nicely done.
Bottom-left is the UV layout for bits that will have transparency (the flipper, tail and feet), and bottom-right is the body, "leg" (stumpy as it is) and head. Both 128's.
Distance field models made with my modeler tool can be converted to a static asset, and then they can be duplicated in the level to make a layout, just like regular polygonal meshes.
Here is a render of a planet exploration suit in marmoset. To get the full back story and many more images you can check out this work in progress book layout on space and planet exploring. https://tyler-smith-uyus.squarespace.com/