Thank you for your explanation and what looks like an elegant solution. The idea of unwrapping a ships hull into unique textures and then stitching them back together, seems daunting. I feel like I would have to concentrate on detail areas and fill the field with tiles and that I'll probably be learning more about it very soon.
Also, I am not able to make the logical extension how one
projected model exceeds the zero-1 range, while one maintains it. It's true that this technique, might be just as practical for reviving broken models, as would be unwinding my texture evolutions to an under 1 UV offset, but there still remains the question of what causes it in the first place.
Not to seem to pedantic, but I
never start with one corner of the texture at one corner of a polygon. I start with a photograph of my model, say a ship. I copy parts for detail and re paste those into empty areas of the image. Then I find images of other details, life preservers, cranes, etc and those get pasted to areas in the image. As I model, I add other things. Then I place a
component on or near the texture and
project away.
View attachment 76969View attachment 76970View attachment 76972
To me, this seems extremely arbitrary, when UV offsets have to be in a range of a single whole number, that some of this component instancing, rotating, projecting, actually works, the technique results in very functional and visually convincing models, so I am hoping there is a single action, or state I can maintain, in order to keep using the
projection technique and not have to resort to tiled swatches, that require render tricks to give them depth.