Recently I ahve been trying to take a more "quick and dirty" aproach to 3d design, and one of the problems that I have encountered is that making uv projections without much thought (aproximating the position of vertices a lot) in an image taken from an angle produces distortions because it is calculated in a per-polygon basis, which forces me to make a lot of subdivisions (which I have seen done in the tutorials I have watched, but it makes it hard to modify geometry later). Using the subdivision surfave modifier and extra vertices in edges (to keep them sharp) doesn't work (or I'm doing it wrong), as it makes the corners stretch. How should I aproach this?

Quick example of what happens:

How it looks:
[![how it looks](https://i.stack.imgur.com/PpEze.jpg)](https://i.stack.imgur.com/PpEze.jpg)

With subdivisions:
[![How it should look](https://i.stack.imgur.com/FKzo4.png)](https://i.stack.imgur.com/FKzo4.png)

With subdivision surface:
[![With subdivision surface modifier](https://i.stack.imgur.com/7gNxz.png)](https://i.stack.imgur.com/7gNxz.png)