Why should the subsurf be stretching the textures at all? Is this natural, or should we be saying something on the dev forum?
I see what you mean, although I find it a little irksome to move the uv-coords; it seems so finiky and long-winded. I was dragging points around and watching the duplicate, it works, but it’s post-hoc really.
It has the advantage of keeping your mesh as a subsurf and that’s a big plus.
I did not understand your reply. Without meaning to give offence, I find your replies a little too brief sometimes. Maybe you are a master of brevity, but I am not a good student!
What I tried:
Mesh (A) (subsurfed) > dup > Mesh (B) (converted to mesh)
I put seams into A (cos it’s pretty easy as there are large edges to follow), LSCM unwrapped it.
I then duped and created B. Once again, I unwrapped it (LSCM) and this time, the “mesh” in the uv window looks much smoother, with a bunch more faces (as you would expect).
Suddenly, the texture distortion was gone!
Now, I had been using a test-map that I had painted according to the guides of mesh A, so I would have to re-paint another using mesh B’s guides (guides being a term I use for the unwrapped “mesh” in the uv window) - I have not done this yet, but I suspect it will look great.
Problem here is that the mesh is no longer a sub-surf and you have duplicates to manage.
I suppose there is a rule: Model first, uv texture last!
Does anyone know how that chap (Enrico Valenza) who has done those amazing dinosaurs in Blender? I would love to know how he got those textures wrapped onto those models! He has a tut about making the texture, but it falls horribly short of describing how he gets that texture onto his model. Those dinosaurs are the ultimate use of textures I have seen - besides @ndy, but he never explains how he does things!
Thanks for the help all!