Using the Unwrap_UVW modifier's Flatten option, you can split the UV Coordinates into elements based on a threshold angle for easier texturing. The following scripted function allows you to detach the mesh faces based on the corresponding Map faces. (Remember, there is a one-to-one correspondence between their indices, so the task is relatively trivial - see Understanding Texture Coordinates).
SCRIPT
fn splitMeshByUVElements mesh channel = ( with undo off ( local obj = copy mesh--copy the original object convertToMesh obj--convert to editable mesh while obj.numfaces > 0 do--repeat until all elements have been detached ( face_array = #(1)--init. an array including only face 1 cnt = 0--init. a counter --repeat until the counter is higher than the faces stored in the array while cnt < face_array.count do ( cnt += 1 --increase the counter --get all map vertices used by the current map face in the collection array: theVerts = meshop.getMapVertsUsingMapFace obj channel #(face_array[cnt]) --get all map faces used by these map vertices - --this gives us all neighbours of the current map face theFaces = meshop.getMapFacesUsingMapVert obj channel theVerts --make sure only unique faces are written to the array for f in theFaces where findItem face_array f == 0 do append face_array f )--end while cnt --once all connected faces in an element are collected, --create a new empty EMesh: with undo on new_emesh = Editable_mesh() --detach the collected faces and assign to the EMesh's TriMesh new_emesh.mesh = meshop.detachFaces obj face_array delete:true asMesh:true --Copy the transformation of the original object new_emesh.transform = mesh.transform --Assign a unique name based on the original one new_emesh.name = uniquename (mesh.name +"_UVsplit") )--end while numfaces delete obj--delete the clone which has no faces at this point ) ) --Example usage: theTeapot = Teapot mapcoords:true splitMeshByUVElements theTeapot 1