I waas also thinking of a UV map. i am guessing such software wont be too different from a uv map. but for me uts a complete pain in the ass. fidding around with the uv map, to get the texture to cover the right spots. thats why (idk if you can do that in other modellers) but in milkshape 3d, what i do, is i only texture certain small amounts of faces. piece by peace, not like make a texture to cover the entire model especialy if its a person. Also, i keep my models, low poly, and i try not to do anything fancy, it makes the texturing process a lot easier and less time consuming. And sometimes i make shortcuts if i dont need anything fancy, like if my charecters hair is black, i just select the hair polygons and put a solid black texture on it. make the boots, solid brown, make the jacket solig grey, the only think i actually end up texturing is the face and in this one, the fists (i made them fists, because it takes less polys and he can always be holding something)
(the fists here were pain in the ass to texture for some reason, the pattern of the fingewrs always came out looking backwards or too streched)
but as some of you may know, i am a fan of 90s chunky 3d graphics. its like nostalgia or something.
but i think unfolding a complex model on a 2d plane, would be a pain in the ass to texture because some of the polygons that are normally in 3d will need to change their dimentions if unfolded in 2D forcing you to strech or compress some parts of the texture and you never know what it might coume out like when you put it on an actual 3d model.
i wish you could just take a 3d model, and draw on it/ paste textures on lit. and stretch/edit/rotate them on real time on an actual 3d model without having to deal with UV mapping. Like as if you actually have a 3d thing, and you are painting it, or pasting textured pieces of paper all over it which you can strech and edit in real time
dont hate people who rip you off,cheat and get away with it, learn from them