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 2 Show more
I'm thinking you could do a similar idea with vector brush strokes. Project the strokes onto the model and clip them to face groups.
But then, save them in object space. And then, every time you unwrap the model, do the projection to texture space and paint the vector strokes.
This would allow you to edit models that are already partially painted.
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