Big SubD texturing question
Okay, possible solution question first :
Is there a way to run smooth twice on a polygon model and then take the UV data, and apply it to the subdivision version of the original low-poly model?
The problem :
Whenever I convert a model from polygons to subdivisions, the textures get SCREWY. It keeps the old UV data, which worked fine on low polygon counts, but is unusable for a smooth model.
(for instance, I paint a texture in Photoshop, and smoothly brush in a curve. On the sub-D, the same curve loses any line consistency, getting thicker and thinner almost randomly.)