You made the claim that they're using some sophisticated hand-made UV mapping system in GT5. I'm not entirely sure what you're claiming for GT3, but it seems to be something non-standard.
I'm asking for what evidence you have that these techniques are being used.
Again, someone else who likes to jump to conclusions based on their fantasies of my motivations for posting.
Nowhere did I say these things are non-standard. Sophistication is the norm in graphics tech. Sophistication, of the nature I'm referring to, doesn't translate well to the general case, because by definition they're specific optimisations.
You can use one image for the whole game if you want to. It's the mapping that is important, how that image is applied to the mesh(es). To make best use of the texel count you have, you want to put those texels where there is the most detail, and not where there is no detail (on the mesh). That is what you do especially if your texel budget is limited, relatively speaking. In fact, this is one of the criticisms of the MegaTexture approach, in that the texel density is constant for everything, when artists are used to being able to use it where it's needed most (but there are ways around that even then, apparently).
How do you ascertain where on the car the detail will be, in advance, in the case of a livery editor? You can't, you either have to make the mapping unform over the whole mesh (constant texel density), or you have some algorithm make the mapping for you to put the texels only where you've drawn stuff on the car.
I'm sure they exist, but I don't know how "good" they are, and whether they work in "post-production". The mappings are stored in the model files, often using dimensionless units, not in the textures; this is so the textures can be replaced easily, or be a different size and still "work" (and also for generality of code in the renderer). As such, the mappings are done when the model is made, not whilst the game is being played, generally. But procedural content is made somehow, I guess, so...
All I'm trying to say is that the quality of a custom livery will probably be nowhere near what PD has managed with the Premium cars, because they were able to hand-tweak the unwrapped mesh and the mapping to focus on the parts with the detail, and even use multiple unwrappings / mappings to leverage any advantages they might have. We probably won't be given that ability, and will likely have to work with a uniform mapping applied to a "safe" unwrapping (recall that, in Forza, some cars have weird areas that don't work well when painted over), which will in all likelihood not look "good" on PS3, in terms of texture detail (but maybe OK, it'll depend).
I hope they can magic it, because obviously a livery editor is a great feature to have, so this is not me arguing against one, either, in case someone wants to dream it.