Your idea sounds like it would eliminate the smearing of some decals that happens when you flatten a mesh in a pose, apply a decal and then see it on the unflattened model. It would help me a lot to decal the hair area onto a head without the hair strands blurring.
(I realize as I write this that you probably program for the PC only and that any hope of me being able to use this is if Ken ports it to the Mac. Am I right?)
I’ve never used ZBrush. Is it easy to paint on a 3D model?
In A:M. I usually screen capture the mesh when it is flattened in a pose window, bring that capture into Photoshop, save it as a tga and apply that tga onto the flattened mesh, using the spline lines in the tga to line up the image to the model. Usually, if you don’t resize the pose window, the tga appears right where you want it to be.
Then just go to Photoshop and make the spline image into a layer and set it to multiply and paint under it on a separate layer. Then resave as the same name of the original tga. A:M will update it when you render it next time. A little tedious., but it works well.
hehe