I have the habit of subsurfing everything, including hard surface models. This helps keep the edges smooth (since we lack a decent bevel tool). I find it’s also easier to manage a subsurfed mesh instead of having endless amount of edges when polymodelling an object.
Well, in this case, I have modeled a landing pad (it’s going to be part of an animation I’m making, spoofing the battle of the heroes mustafar scene in Star Wars). I unwrapped it and started texturing in Photoshop. So far, so good.
But then I tried to preview the texture in its early phase on my mesh. Excuse the crappiness of the scene as I only just started with it.
There’s ugly stretching on the caution lines. This is because I painted the texture on the unsubsurfed UV lines.
This is really hard for me to explain, so I’ll illustrate it in the next image in case I didn’t get the point across properly.
The mesh on the left is what I want, except in my UV coordinate window.
EDIT: Note draw shadow mesh is not what I’m talking about.