I realized they were separate meshes, but I thought for sure the UV map was applied, or would be applied in the voxel room's case, to the object at export.
I don't think a low poly workflow would work for me. For example, I can grow a model @ .0127mm layer height with a 10 to 15 MB mesh. But in Maxwell, I have to use a 75 to 100MB mesh or else I get a stair step/jagged look in all of my light line reflections. I can have hundreds of .5mm x .5mm cylinders and lips around stones that would make retopo next to impossible. I even have to be very careful smoothing a mesh in 3DC that I don't cause a pilot hole for a stone to smooth too much, causing the metal to intersect with a gemstone. That would ruin the render.
So how does one create a very simply UV map for a high poly object that is ring shaped. I just wanted my scratches not to have a seam that's rather apparent with box style uv maps.