Sure, when you go to pack your uvs together, instead of sticking them in the 0-1x0-1 uv range, stick them in the 0-1x0.5-1 range. And then when you're done, stretch them 200% on the correct axis to fill the entire 0-1 range. Use the numeric input to make sure you scale it exactly 200%, and that you're scaling from the correct point(either 1 or 0 depending on which side you're on).
Alternatively, you can map from -1 to 1 on the uv range, the top 2 large squares in the uv window, for example, i've been doing this these days as its a bit easier than making sure everything fits within half. And then just scale it 50%
Follow the same principals for a 1:4 or 1:8 or whatever aspect ration your desire.
gif to illustrate:
Now when you apply your 1024x512 texture to this layout, all will be good!
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Could you expand on that. I believe I got some of what your saying
Alternatively, you can map from -1 to 1 on the uv range, the top 2 large squares in the uv window, for example, i've been doing this these days as its a bit easier than making sure everything fits within half. And then just scale it 50%
Follow the same principals for a 1:4 or 1:8 or whatever aspect ration your desire.
gif to illustrate:
Now when you apply your 1024x512 texture to this layout, all will be good!