Experimental 3D Texturing Concept, Part 1 Show more
Okay, so normal texture painters. You project a brush tip shape onto a mesh. You clip that projected shape to one or more polygons for each of disconnected face groups you hit.
Then you project each of those polygons into texture space. Then for all the texels in your polygons, inverse-project back through the transformations you did to find what pixels of the brush tip shape you should paint.
Experimental 3D Texturing Concept, Part 3 Show more
I'd imagine this would inflate the unwrap time, though. Would be hard to keep the stroke history from getting long. I'd think you'd want to do some kind of layer flattening operation? But that'd only work for stretches where the user was just painting and not changing the mesh structure.
Also, since you're throwing away and re-drawing the texture every unwrap it'd move texels. So it'd be noticeable when the screen-space texel size is large.
Experimental 3D Texturing Concept, Part 4 Show more
So, like, if you were going for low-resolution textures or pixel-art it'd be pretty unusable tech.
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