High poly wrapping...versus unwrapping

Ive been thinking…the entire way we do texture maps for high polys is wrong…right now we take a christmas box open it at the seams and lay it flat and draw on it then glue it back together…what we need to do is christmas wrapping…take a piece of virtual cloth and suction it onto the high poly and trim off the excess…and project details onto that…

Perfect uvs every time guaranteed…

Start with low poly cloth suction it on to high poly…trim…stitch…subdivide…repeat…until your at the right resolution…project details…

Perfect uvs for high polys…

Topology doesnt matter at that resolution…noob…

It takes too much processing to relax faces after spitting the model open for uvs…for a high poly that could be a very long time waiting around…

This method would be faster…

High poly projection is quick…its unwrapping models thats slow…

You only have to stitch after the first trim…you can remove excess polygons through decimation after that…

If you remesh to a low level you still have to unwrap and project…and its hard to get details…because of the base mesh topology…

Or here is an idea…dont use a plane of cloth…use a hollow sphere or cube…suction it in and decimate off the excess polygons…

Actually now that i think about it…you could remesh a low poly version of the model…make it bigger than the model…and suction it in…and do same…it gets the high rez details by being slightly larger than the base mesh…and getting suctioned onto it as cloth…already unwrapped…

Its different to low poly remesh subdivide and project…

Its basically perfectly spread out polygons like dynamesh at low poly…make bigger than original model by inflation…slightly…suction subdivide repeat…gets all the high rez details…with perfect uvs…

Its just a method to get uvs if its a high poly and you didnt start by subdivision…

But its probably a lot faster than trying to unwrap…

You can probably do a similar technique in zbrush…

Start with high poly…duplicate…dynamesh duplicate…unwrap duplicate…project farthest…subdivide…inflate 1…project farthest…rinse repeat
…all the way up to your resolution…

High poly with uvs…

But it would be better automated…as in…built in method…