I suppose that the UVs get enough distorsion to just destroy an accurate conceiving of the textures... I presume something similar to this:

This is just a rough example and a "fast rendering" I did... not real textures at all...
Here I did took the low poly shape, and added a multi sub-object Texture based on 2 basic materials (red and black) the object itself doesnt have unwrapping, but were just architectural materials not based on maps at all So I guess is the same (for the example, not on the final version)....
later the multi sub-obj texture was applied, It has X2 tesselate and then X1 turbosmooth (I use the tesselate mostly to avoid creating "¿control edges?" so the smoothing gets limited into the borders what dramatically changes the chape into something more belivable when zooming in...
I really hate Unwraping to be honest, so I wanna make sure I dont waste time arround this (like doing different unwrappings for low poly and higher poly models of the same vehicle/model) to get models that are versatile and, If is possible allows me to keep the highest quality posible...
On the previous image, you can see how the "red color" that is on the hull of the vehicle doesnt keep where it should be, instead, when the turbosmooth gets applied (even with a previous X2 tesselate, that fits perfect) the red colour just gets distorsion, same I expect that would happen with an unwrapped model.
I want to get the same "smoothing results" but making sure the UVs used on the low poly and on the High poly are the same (and that fit reasonable, if not perfect) to both versions... however Im not sure how possible is this at all, I experienced also with MeshSmooth, played woth smooth or mixing things (tesselate + smooth; tesselate + mesh smooth; etc) but not getting ideal results...
I didnt tried OpenSubdivision, but It sounds like it may the way to go... however please if some of you know more methods that doesnt force me to highly modificate the mesh and achieve this will be welcome... I will try to get and learn about OpenSubD to check if it could work for what Im trying...
I cant wait to move into texturing (substance painter is waiting) but I want to get this solved before investing on textures... meanwhile im with rigging.