I've heard stories of using rectangular maps in UDK but I have no idea where to allow that. Some say it's within the FBX export options while others say it's in the texture coordinate node, but I just can't seem to get UDK (or maya, for that matter) to read a map that isn't within the 0-1 range.
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so crush things on a axis so it all fits in the 0 to 1 space than in your baking app, use a texture size like 2048x1024.
of course it's not perfect for me
is there a way to squish it vertically by exactly 50% from a point? right now i'm just lining up UVs with present textures, which seems a pretty inefficient way to do things (but i also screwed things up pretty bad my first go around)
i would assume you could also just hold d place the manipulator in the corner of the uv space, and use the translation type in the top right corner of your maya window too.
here is the script.
http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/uvdeluxe
for doing what you want i just set the scaler part to custom UV, Post U=1 v=0, and hit .5 on width, and it does the job.
there are lots of other usefull things in this script too, like a tool fot straighten edges, and stacking uv shells.