Hello @Anonymous,
I see. In that case, they will not have the same texel density. Normalization in the context of the unwrap window means bringing the uvs withing the 1-1 space of the uv unwrap square, similar to the mathematical concept. From Google:
"Usually when mathematicians say that something is normalized, it means that some important property of that thing is equal to one. For instance, a normalized linear functional on an operator algebra is a linear functional which takes the identity to 1."
In the end what it does is brings all your uvs to fit in the uv square (which occupies the space (0,0) to (1,1) as a square, irrespective of the size of the model. It's "normalizing" the uvs to fit into the square, and it has no concept of the size of your other objects. The only way it would would be to either UV map with real world scale, or attach the objects first so it could understand their relative spatial differences.
If you map with real world scale and then unwrap and normalize, you'll end up in the same position. All this being said, there are some neat plugins you can google for that help with unwrapping in 3dsmax for games especially and make this process easier.
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Best Regards,