Texture not following subdivision surface modifier

So I have a spaceship with basic box modeling and I have UV unwrapped it to get my texture map.
When I paint on the map in photoshop I am finding that the texture doesnt “bend” or follow along with the sub division modifier.

So my model is angular, but when sub divided it is sound.
Surely if I follow my texture map exactly (in an angular fashion) it should bend it as per the geometry on the model.

See the attached flat texture and in turn how it is being applied to the model.
The model is getting the sub div modifier but the texture is following the original angular shape.
Surely this isnt correct.

PS excuse me, im a noob.

I think this is happening because Blender Does subsurf to the UV map as well as the model… so where you have a jagged red line on your UV map it would work better if it was a curve. There is a tickbox in the Subsurf settings - subdevide UVs… this MAY fix it.

Yes, I do have that box ticked and getting the results as posted originally.

Try unticking.

Yep tried both.

How does it look if the red line on your texture has curved rather than segmented?

maybe duplicate the mesh and then apply the subsurf on one of them. the applied UV’s should be subdivided so you can use it on the original mesh?

Add extra supporting edges close to that area. The texture is following the subsurf as far as I can tell. Each of the “dips” are edges pointing towards the center and the “bulges” are edges around the shape. To flatten this look out a bit, you need support edges around the shape to push the texture into behaving.

I think you are correct.
Only thing is how to add more loops without throwing out the circle :frowning:
Well anyway, I have moved past this project anyway.