Well, I just did it with a doll I’m modeling. Not the most complex shape of all time but I’ve had some stretches in the arms and legs seams. OK, Step by Step (thanks Steve for all your help in this! I did it in my friend’s Max 9 and it worked):
My Stack:
TurboSmooth (TS)
UnWrapUV
Editable Poly
Steps:
1 - Make a copy of you object
2 - In your copied object, insert an EDIT POLY modifier BETWEEN UnWrapUV and TS.
3 - In EDIT POLY, go to EDGE sub-object mode and select the edges that are seams and have stretched (it’s easier to see these edges if you toggle ON “show end results” on your stack and “display cage” in the “Edit Poly Mode” rollout. Hitting F4 to hide wireframe also helps).
4 - After you selected some edges, hit the SPLIT button in the “Edit Edges” rollout.
5 - Repeat the process (selecting edges that show stretching and splitting them). Don’t worry if you geometry starts to look funny in some places.
6 - Go to UTILITIES (the with a hammer on it) click MORE and select CHANNEL INFO
7 - Inside CHANNEL INFO select the row which has the MAP ID (in my model it was the last row). Click COPY in the CHANNEL INFO dialog, go to your original model and hit PASTE still in the CHANNEL INFO DIALOG.
8 - A new modifier will be added to your model, and your textures should now look fine.
If you need further help (i.e. an illustrated walkthrough) I’ll be happy to help!



It did on my simple test case.