Ok vs. is wrong but..
In Ued you can select your faces then with a few simple clicks and some alinement you can get the texture to look almost the way you want it to.
I know how to uv map in max that's not what I'm asking. Is there a way in max to get that same simple easy uv mapping?
Replies
for example...
If you put a mesh select (or poly select)that has nothing selected between your model and your uvw map modifier, you can edit the model and maintain your boxmapping to the same scale automatically.
I have a box with the box uvmap set up for each texel density (128, 256,512 etc). I can then copy/ paste the modifier onto the scenery and get exact matches.
By the way, if you apply this trick to an editable spline with a shell modifier above it then you can draw your scenery with splines and automatically get correctly mapped walls.