Well ScottishPig showed me how to make materials for different parts of a mesh – Thanks SP!!! Anyway, materials seem to be pretty flexible. Why would I use UV mapping over materials/textures for rendered scenes?
Stretching factor is definitely one of the major reasons. Also, if you have a more complex model, you can place the texture exactly where you want them a little easier and scale the mesh in the UV editor so the texture fits exactly, (unless you can use an empty to place it properly - though I don’t know how to do that).
It is also pretty hard to just use an image as a texture when you are doing a character. Can’t place a shirt on it and hope it looks good, for example.