Texture/Normal Map optimization

I’m starting to texture a scene which has the potential to be quite huge. It may deploy to consoles and am thinking of memory conservation.

With regards to normal, roughness, and height maps, is it a good idea to place the r, g of the normal in a texture and use the blue for height and alpha for roughness and then build the texture in the material editor and append the blue for the normal? So I use one texture draw call for normal, roughness, and height…

Thanks in advance.

Sean