For this character -- no. It's all modeled together and the separation between clothes and skin is entirely in the texture map. But this was a lowpoly character. If I had a really long flowing coat, like a trench coat, or if I had a long dress I would have them be separate geometry. I would either put in extra bones specifically for handling the long flowing part, or I would apply a cloth sim on the parts of the clothes that I wanted to flow and hang, and set the legs / body under the clothes as a collision mesh so that it would automatically push out and deform the cloth-simmed-mesh.
Thanks alot for the reply. It's a rather short coat, much like the length of your character's coat and skirt together. It's just that I remember you mentioning somewhere that it's a good idea to keep the textures separate if you want a character to be customizable. I just assumed that the mesh had to be in separate pieces in order to achieve that, as I have little to no understanding of how it all works.
Ah - well, the tutorial I wrote on that character was basically done to the exact same spec that I used at work back in our PSP days. We did a lot of part swapping in one of our projects, and needed to keep our textures down to 128x128 with only 16 colors, so each part had it's own texture and was separate from everything else. The shirt got one texture map and the pants got one texture map. That way we got a whole 128 for the shirt, instead of trying to squeeze multiple parts onto a single 128 and ending up with crappy low-res, low-color looking characters.
In the case of the character in this deviation, I was aiming for low-ish poly, but not aiming to meet the low specs I had to deal with for PSP develeopment. She was unwrapped onto a single texture map sheet instead of split across multiple sheets.