Lowpoly texture mapping problem

Here I have a newbie question. I am completely new to texturing.

2786-ss.png

Say I have a quad here, and it lays as a perfect square on the UV map. Ideally I would get the result from above. But in reality I get the twisted shape due to triagulation.
If I have multiple quads like this I get a jagged surface. But say I have to make the quads aligned straight in the UV map for easy creation and manipulation of the texture. How do I make the engine map the texture by quads and not triangles (if possible)? Because my geometry can be a pain in the ■■■ to project or paint a perfect curve on. But the topology is nice. If I make a straight line in the texture, it should follow a nice curve on my model. (I’ve tested this geometry with some of the sample materials in UE4 and I get the jagged surface.)

2787-ss1.png

any solutions? have same probleme

Realistically? The solution is to just use more geometry, live with it, or do a high->low texture bake that compensates for the UV distortion. This is how texture coordinates work, doesn’t matter what engine or modeling software you are using.

Might be able to marginally improve the result by enabling high precision UVs. But I doubt it.

For simple things like cones and spheres you can define the coordinates analytically inside the material, but that’s a pain, not beginner friendly at all, and generally not worth it.

on my mesh i have smoothed him three time and as soon as I use my UDIMs all unfold in U it seems that unfolding the UDIMs in V solves the problem. and when i activating nanite on the mesh this solves the problem it’s incomprehensible