I dont feel Ive been helpful here, as I think there is a communication failure.
Let me just give a couple points. A “texture” (an image imported into ZB, or one of the stock textures), applied to a brush, applied to a brush, with most strokes, can only be "sprayed out or streaked in “painty” fashion. This works best with sort of randomized visual noise maps, like rock, sand, dirt, etc. The effect can be modified by the type of stroke and alpha selected. It should not cause “tiling” per se ( it should look more randomized), unless you have the texture plugged in to one of the Zbrush materials that repeats an image, like a pattern texture.
If this is what youre trying to do, you should be able to do this easily in polypaint, directly on the mesh, independent of UVs.
If, however, youve got an image, that you want to apply, unbroken, to the side of object in more deliberate fashion, this is also easy. Just use the drag rect stroke to draw the image out until it fills the area you want. For more control over the placement and shape of this image, use Projection master, a side at a time. (after you draw out the image in PM with a Drag rect stroke, select move and scale from the shelf to better position it).
IF however, you only want it to apply to certain areas of the side, and not others, you must master Masking. It is not that time consuming…if it is, youre doing it wrong. With the alpha set to “off”, simply hold CTRL and draw out a rectangle that will fill most of the area you want the image to apply to, then use freehand brush to “paint” out to the edges of the mask while holding down CTRL. For even rougher edges, assign a rough alpha while painting the mask. Then hit “inverse” in the masking pallette, or CTRL-click empty space in the canvas. This inverts your maks so that everything else but what you want to paint is masked.
I’m probably not fully understanding what you want to do, but nothing there seems too difficult to me…certainly easier than laying out UVs and trying to get that texture to match the sculpted detail.