I use this technique alot, it's actually photo projection not UV mapping, im fairly sure UV mapping is much more complex. For instance, take a 3d model in google skethup such as a sphere and try placing your projected texture on it and it will give you a bunch of streaks along the side, UV mapping actually folds around the object so you dont get streaks or the even worse messed up normal texture application.
It is UV mapping, it's just a roundabout way of doing it. All UV mapping is doing is basically "unfolding" the model so that it comes out flat. If you open the model I created for the tutorial in another modeling application, the UV maps will show up.
I imagine for the sphere you'd have to create a square texture and map it out rather carefully.
I don't know if that's what you'd get, but this is UV mapping...why don't you just try it for yourself? You can either load the model I made or follow the tut for yourself, export it to Collada, and import it into any other modeler. I believe Blender has Collada support by default.
well it isn't really UV mapping, since you don't end up with an image and some data that can be used in other software... real uv mpas can be exported along with the model and then work in other software...
Haha thanks <3. Sorry if I sounded cross, I didn't really mean to. I just went and double checked using the Sketchup 8 .DAE exporter and the .DAE importer for modo (the model I linked to you came out of a .3DS file that was generated ages ago). Yep, it does work.
Hope the tut helps...in the comments of the other model I explained how I did it. I basically drew all the panel detail on in Sketchup using the line tools/paint bucket, and then took a picture of it from all the views. I went into an image editing program, took the screenshots, and chopped them up and put them all on a single image. Then I added weathering and texture detail.
I split the model into several chunks (fuselage, engines, wings, etc), and did this process for each one individually. That way, I was only texturing the part I was working on and didn't have to worry about unwrapping the other stuff. This process also was pretty much the only way I could get into the nooks and crannies of things, like texturing the little antennae on the top and bottom of the spacecraft. If you're good.
The other option is to take a picture of the model untextured from a side view, open that up in your image editor, and paint over it. Then you just plop it back in and sample the image like in the tutorial.
For texturing the top and bottom, you need to take a picture of that and then follow the same process with the side, except you only alt-click on the bottom faces.