Add an Unwrap UVW modifier. Open the Edit UV window. Go into Polygon mode. Select menu, select overlapping faces. Collapse the modifier stack. Enter Polygon subobject mode. Delete.
that's not either, that's both/all as I said getting the overlapping faces is the easy bit deciding which to delete not so much ! think i'd also start by adding a planar map in a suitable direction on an unused map channel first..... and even that might produce spurious results, for example using the uvw map overlapping faces on a default box primitive results in every face being selected
As klunk says, the hard bit is working out which one to delete but that isn't necessarily an impossible problem. You need to know what the situation is. eg. if you have two elements that are separate but contiguous it's fairly simple if you've managed to achieve a maya modelling situation and you have coincident faces its not too hard a problem etc.
If they are coincident and it's a closed surface, you might get lucky by simply converting to Editable Poly and delete the ones that get isolated from the main object (but you'd have to define that somehow).
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think i'd also start by adding a planar map in a suitable direction on an unused map channel first..... and even that might produce spurious results, for example using the uvw map overlapping faces on a default box primitive results in every face being selected
As klunk says, the hard bit is working out which one to delete but that isn't necessarily an impossible problem.
You need to know what the situation is.
eg.
if you have two elements that are separate but contiguous it's fairly simple
if you've managed to achieve a maya modelling situation and you have coincident faces its not too hard a problem
etc.