Workflow for high-detail mesh composed of many pieces and UV grids..

Hey guys,

I’m working on a character that’s divided into three 2048 x 2048 UV maps: the character’s body, the hat and shoes (kind of an “accessories” grouping), and pants and shirt. Right now, all of the different pieces of the character are separate objects. One for the hat, one for the glasses, one for the shirt and so on. I’m wondering: What is the most efficient way to have it so I can keep individual items separate for organization’s sake in the outliner, put the pieces together that need to be the same object for rigging, and merge the three 2048 x 2048 UV areas into one for more convenient texturing. Thanks in advance.