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Note the new PolySelect modifiers, followed immediately with UVW Map modifiers. By simply adding new modifiers on the stack, you are essentially accomplishing the same thing you have been doing by detaching first, then UVW Mapping.I can see how that works (and it's slick no doubt) but I don't see how you set a new planar map i.e top down, right side, left side, etc. ...or did you use a box map at the early stages before you started applying UVW Unwraps?
For scenery your current technique isn't so much of a much, since detached polys are most like to be at right angles so "seams and smoothing" aren't going to be an issue. For an aircraft, or any rounded body object it will be an issue.