I am trying to calculate the surface area of a mesh, and more particularly work out what percentage each surface is.
e.g. a humanoid figure, needs arm painted from shoulder to wrist -> surface area of all the faces involved.
I was trying to work out a way to do this. Blender’s UV mapping distorts the faces’ areas to make a more manageable map so unless I can make it proportionately remain the same as the mesh then that doesn’t work.
If I manage to get an unwrapped mesh without face area distortion then I need to be able to find a way to extract the percentage of the area of interest, e.g. if I paint it, then software to work out the painted area relative to the unpainted area. If I can UV unwrap the way I want then I can just select fewer faces and work it out that way.
Can anyone help or suggest a work-around?