This was en exploratory idea that we discussed on IRC the problem is,texturing is sometimes difficult to get seamless textures if the UV layouts are wrapped open. Closing those with a seamless pattern for something that has little noise can be hard. the possible solution was to have a curve that you could place on the canvas at the edge of such a seam. A second curve would be placed at the other seam. When drawing to the other side of the 1st curve,the drawn strokes are automaticly added to the other side of the 2nd curve (like a portal). This would be easiest to implement if the 2 curves can be the same shape. But ideally you should be able to resize and reshape the curve ,and have a few "control" points to more accuratly predict where the stroke will be drawn. for example if you have 5 control points,and you place the 1st and 2nd close to each other. And in the second curve the 1st and 2nd Control point are FAR from each other,what will be drawn in the 1st will be greatly widened in the 2nd. Control points should be possible to be dynamicly added or removed(like the transform points for the warp tool) but it shouldn't change the already drawn lines,of course. Those were some of the ideas we had ,and a few added. This could be a very handy tool for texturing. There might also be better solutions or additional ideas,if so please discuss here.
It's an interesting idea for sure :-)
interesting as in : how the hell are we supposed to code this? XD I think it could be a killer tool to get texturers on board. but seems mighty difficult to get right. Initially the accuracy wouldn't have to be stellar. it could be used to draw3-5 guidelines about where to draw,on a differen t layer so you have a visual representation of where to draw. granted this could potentially be done in the 3D app as well,but it still is interesting to think of the possibilities for this.
*** This bug has been marked as a duplicate of bug 324072 ***