Hi,
- There will always be a trade off between the actual texture values and the shading. With most materials you should not worry about it. Currently I apply the Fast Shader material, with Ambient set to 75 and Diffuse to 25 (100 total). I use a single light set at 1.0 Intensity and Ambient at 0. Also before I activate ZappLink I reposition the light, if needed, so I can see the volumes. (quickly done by pressing CTRL + p). With ZappLink I use the Shaded Layer + Color Adjustment Layer.
If you want to adjust the material values or number of lights, then make sure the combined Ambient values (from material and light) + the Difuse value equals 100 and that the combined light Intensities equal 1.0. If you have more than 1 light you should of course make sure they point from opposite directions.
The above will result in actual texture values that still darken slightly, due to the shading, but the perceived texture values do not excede and are very close to the actual values. I hope that explanation is understandable. Using anything else than the Fast Shader material and you will have to take into account the Diffuse Curve and other active material modifiers and is just not needed for what you want.
- As far as I understand you should paint textures pretty close to a 1:1 factor between on screen dimension and UV dimension on the texture. That will result in the most accurate transfer of your paint strokes to texture values. In other words, if you have a single polygon on screen that is larger than the UV size on your texture, Projection Master will downscale your paint strokes to the texture, and vice versa.
Playing around with document size + model scale versus texture size will help you get a better feel for what works best.
Hope that helps.