Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
As a sub d surface is derived basically from a poly surface using a smoothing algorythm (sorry for the tech crap) I find it best to switch on the poly proxy (select object>right click>polygon) Then in the Attribute Editor>mesh component display>then where it says 'off' put it to 'wire'. Should do the trick.
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