uv subdivision between blender and maya [![enter image description here][1]][1]
I textured the model in maya and it looks good but when i imported the same  model into blender and add subsurf modifier level 2 then the texture looks distorted. Turning on the simple subdivision algorithm  instead of catmull-clark algorithm seems to fix the distortion but the mesh look very bad. Is there any solution for it[![enter image description here][2]][2]
Changing the uv boundary smoothing option from maya catmull-clark to preserve edges and corners  creates the same problem in Maya as in blender. Is there any similar option in blender to change the uv subdivision algorithm
You can try changing the Subdivide UVs setting on the subdivision modifier in blender. 

This setting effectively determines whether vertexes are shifted when applying the subdivision to the Uvs or not. In particular, if simple is getting the projection you want, changing this setting will probably help

https://docs.blender.org/manual/en/dev/modeling/modifiers/generate/subsurf.html