Oh, sorry, missed it.
Didn't mean to subdivide it per se, but do a simple Loop/Path cut.
eg.
Viewport - Left: C4D Physical shaded; Right: Corona shaded & cut

As you can observe in viewport (OGL) same bad result is shown - large quads are shown as if triangulated (underneath these are tris, thus extra edges = extra seams = extra normals) and UV map is distorted. Problem can also be observed with other engines (PRMan, VRay, Arnold, IRay, Cycles, Indigo, Thea, Unreal...). So it's correcting UVs or adding Loops... unless there is something i missed (again)? Is it made in C4D? If it's from another app consider using tris to export or subdivide after, since game engines
walk this way.
Note: Cinema
fixes this only internally for its render engines (Standard/AR & Physical, but not in viewport).