Well, as you already know UV tools in Maya for SubDs are somewhat limited. Also modeling with SubDs can get slow. This is why I do most of my modeling work in pure polygons. I may start with Nurbs but polys most of the time is my preference. I only convert to SubD just to see how am I doing and if more modeling work must be done, I convert back to polys. After I'm pleased with the polymesh I map the UVs. UV tools for polygons in Maya are according to some people one of the best in the industry (and I underline this too... especially with danny's uv tools ). When you convert the final mapped polymesh to SubD, the UVs gets transferred as well (sub divided of course). The very last step in my workflow is to add creases, full or partial, if needed. Reason why I do this as the last step is performance. Try making a semi-complex SubD model, add few creases here and there and then try to edit the model for example in poly proxy mode -> sloooow... Did I get the million dollars?