I ment with all modifiers applied and still that problem with hi geometry objects.
Is it halfe of spere, or square or more complex object and hi-poly small object (verteks close eachother)
Or even square rotated hi-poly plane and u don't get not even close to square uv layout in uv-editor.
Some faces will overlap in uv-editor or will have wrong scale and therefore they get same pixel color many faces together,
and then u had maybe 30 pixels in texture for 1 cm area of many faces who get same color assigned in row even if visually looks uv layout ok over many pixels of texture data.
Even paralel edges are not paralel and so on.
So it's best to uv map before subdividing
Only few examples of wrong calculated uv layout
http://www.youtube.com/watch?v=USye4X_hzdAhttp://www.youtube.com/watch?v=gCMqMRWIzDE