Sure! There’s nothing special about them, and they will look like a horrifying mess when combined. For any piece that uses trims, I expect them to go out of the 0,1 UV space. I take advantage of it’s tiling and keep my UVs straight on U.
For objects that use a regular tiling texture, they also can go out of 0,1. Remember, this is not the lightmap, and it doesn’t need a unique normal map. The only thing I need to make sure of is that there’s some semblence of a consistent texel density, which I solve with the Set Texel Density tool in the UV Toolkit.
















