However, I wanted to break up the UV's into multiple UV maps. This is so I don't need to make a super-hi-res image map.
I'm probably answering my own question here but, with multiple UV maps (albeit one single mesh) - I will need ONE texture FOR EACH UV map.
Other than image map size savings, I'm wondering what the benefits are of splitting a mesh into multiple UV maps are...
Also, for games - I'm assuming you'd want to make one UV map for the mesh/ object.