Ok, "Texturing" is not realling what I've thought of, but it is also an important part. Here I've created a fast picture of a sunset. Pay attention: No textures!
The materials are simple Color-Materials. Not more. All is based on using different mapping methods. For some weeks, I've created my Sunflyer:
The geometry is simply a very fast generated SDS (around 5 minutes). All colors are simple materials mapped using selected mapping methods. The problem on this technique: The sunflyer project consists of 2 geometric objects: The ground and the plane -- and consists of around 27 material objects!
But for simple geometric paintings, like circles, rectangles and lines, it's a powerfull technique I think. Simply because you don't have to think about resolutions and are able to fastly change the color and other aspects directly in RS3D.
At the sunset:
The birds are made of Mesh-mapping. That's simply a Trim curve inside a NURBS-Surface. But the trim curve doesn't define a hole or something, but simply a place for material mapping. I've simply created a rectangular Mesh with a black material and then point edited this to look like a simplistic bird.
If you use a texture with mesh mapping, the texture will be stretched to met the form of the mesh mapping object. This means, that the picture for the texture has to be specially designed for a specific mesh mapping object.