Batching, Draw Calls

Hey guys, I have a few questions, if anyone has already had the experience.

We have 20 cups on a scene unity. At first, the cups consisted of
Inner, Outer, and Liquid-- each was a seperate mesh (3 meshes, 3 materials).

After returning to the project with new knowledge, I quickly found out why this was so bad. We also updated the surroundings, which also consisted of about, 6-7 objects, which I also fixed into 1 object.

We were getting about 90 draw calls, at first, and we got it reduced to about 8 drawcalls, with 40 draws batched.

My question is this:

The cups now are built like this:
Cup Wall, Liquid (2 meshes, 2 materials)

I have insisted that structuring the cups as follows will work better:
Cup (1 mesh, 1 material).

He insists that the batching will kick and and not affect the speed of the game; However, my argument is that the 2 Mesh 2 Material object takes 2 draw calls 40 batched, while my version of the cup takes 1 draw call, 20 batched.

What are your thoughts and opinions?

if its possible to easily combine the textures on a single texture to make it 1 mesh 1 material with corresponding UV layout, thats to prefer. (this only works if no UV based texture tiling was used)

if thats not psosible the next thing to approach would be 1 mesh, 2 UV sets, material with 2 textures

and only if that does not work you would fall back to 2 mesh with distinct material.

if the rest of your seem is really simple. I don’t think 1 draw call vs 2 draw calls is going to make any difference at all. If you are trying to squeeze out performance though, what dreamora said is best.