It is unclear what you are trying to accomplish. The uv coordinates assigned to each vertex of the 3D mesh map the texture to the mesh in 3D world space. For each viewpoint, the texture is transformed pixel-by-pixel into the 2D image space, with the transformation matrix determined by the camera position and orientation. You could in theory save the transformed vertex xyz and uv coordinates for each multi-view images and do the transformation in real time as you view the images (assuming you are using the texture as a decal rather than modulating it), but this seems pointless in comparison to simply rendering and saving the multi-view images as bitmaps.
It would be easier to answer your question if you gave us some more specific details. What Software do you use and what exactly do you mean by preserving the texture?
If you are using Blender for your renders you could set up multiple cameras, one for each view. If preserving texture means that you do not want to re-render everything from scratch and your object and lightsources do not move you should look up how to "bake" a texture. Under certain circumstances this dramatically reduces render times.