I've successfully unwrapped a UV map of my mesh. From here, I intend to hand-paint a texture which will use the UV Map. My problem now is that I want the surfaces to share a proportional amount of pixels on the texture surface, unlike here where the UV of the face is too tightly-packed that the texture is being stretched on the model.

Is there an automatic way of doing this so that I don't need to perform the scaling manually? Thank you!

UV Unwrap

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    $\begingroup$ It would be a good idea to add a seam on the neck where it's not so visible, then you can separate the head from the torso and, that should result in more even texture distribution. $\endgroup$ – Denis Sep 15 '16 at 1:41
  • $\begingroup$ Thanks! I'll consider doing that if I fail to find an automatic solution to it. $\endgroup$ – brain56 Sep 15 '16 at 1:48
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    $\begingroup$ You can pin some control points and use live unwrap to adjust the scale blender.stackexchange.com/questions/28028/unwrapping-mesh-hair/… $\endgroup$ – Denis Sep 15 '16 at 1:55

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