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Cheers,
Wes
What I would normally do in 3DS Max 2014 Commercial is collapse the UVW Unwrap modifer into the 3D model after unwrapping, duplicate the model, add a turbosmooth modifier with one iteration to the duplicate model and then collapse it into the model before exporting it as an OBJ (I did try exporting and painting .3DS after OBJ gave me black polygons, which are now fixed). I would then paint it in Substance Painter then export the texture.
I would then apply the texture to the low-res which would look good at rendertime but each incremental iteration of Subdivision/Turbosmooth would stretch and slightly curve the texture away from the seams. This time around the results are one to one and sitting pretty despite me having changed no settings nor altering my workflow at all.
If I find that somewhere along the way I goofed something up which caused the original problem and not the software I will let you know. Could be something worth documenting so that others do not make the same mistakes as I did.
P.S. This is the upper-body wireframe of the model (2 subdivision iterations) I was originally playing with in case it helps as the seams that wrapped around the base of the shoulders were single handedly the worst offenders: http://fc09.deviantart.net/fs71/i/2014/148/4/5/refined_bicep_shoulder_and_chest_geometry_by_shadow_whisperer-d7k3mgp.jpg
P.P.S. The tessellation shader sounds dope.
Great to hear it is working now. Please post if you can replicate the error.
Cheers,
Wes