Alright this is a noobish question but I've never made a texture that wasn't a square, and I wanted to try and make one that was a 1024x512. But when I changed the width and height it just stretches the texture. Like this...
how do I change it to a 1024x512 without it stretching the texture?
Edit: Im using Max 9
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That said, Max may have an option to do it 'right', if so, I'm sure someone will mention it and make my post useless
i think your problem is that the texture being displayed in the background is a default checker texture, which is 1:1 in dimension and the UV area is 1:2.
so to clarify, it's using a 512x512 texture to fill a 1024x512 space. if you apply a 1024x512 texture, it should work okay for you. that or you can create a checker material that's U tiling is double that of the V tiling; so U=10 and V=5.
The way I have always done this (to the point where I didn't know it was fixed in 9) is to unwrap it across two full squares, so its laid out 0-2, 0-1; then as the last step before calling the unwrap layout finished I'd simple scale it horizontally by 50%.
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Gee, I wish I'd thought of that!
The only thing it has trouble with is the Relax function (or at least in Max8 it does, haven't tried Max9) - it still relaxes the UVs on the basis of a square 0-1 UV range, so you have to scale back (ie. 50% vertically if you're working on a 512x1024 etc.), but that's easy enough (Chuggnut's tools with the Offset/Scale type-ins is what I use all the time for this).
Or if you don't have a bitmap with the correct ratio assigned to the material, you can set the custom aspect ratio manually in the Edit UVWs window Advanced Options, just set "render width" and "render height" to whatever you want, and it'll scale the UVW range accordingly.
In regards to the "Relax" not scaling properly, I'm working on a script at the moment that will automatically find the bitmap ratio and scale the resulting relax accordingly, since this will personally save me some time. I find it easier to work in the "final" range rather than working with a square 0-1 range and scaling later, personally.
http://artbyjessemoody.com/unwrap_rect.html