How do I subsurf UV coords in the texture window?

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.

http://tinypic.com/view.php?pic=2ro6lo6

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.

have you tried rotating your UV coordinates to get the slashes going the right way? If so, and it didnt work, you may be seeing tesselation. In which case you have to either apply the subsurf and make more UV coordinates, or subdivide those faces specificatlly to…make more UV coordinates.

There aren’t any problems with the way I unwrapped the mesh; I just want to subsurf my UV coordinates without having a massive amount of geometry preventing me from being able to tell which UV face is where on the mesh, just like in edit mode when you have subsurf turned on a mesh.

I know that this is the problem because the caution lines go where they’re supposed to be when I turn off Subsurf UV. I would leave subsurf UV on, but it distorts the symbol in the center…

how about pinning and then applying the subsurf to actually create the faces, or manually subdivide those faces specifically to make more UV coordinates.