Oh, that doesn't matter. The engine or 3D program will handle that automatically.
Setting the UV viewport to be rectangular rather than square is simply for the benefit of whoever is unwrapping the model - it doesn't have any effect on the model or it's UVs.
If you're trying to export a non-square UV for texturing in Photoshop then select your UV map in the Lists panel, then go to Texture > Export UVs to EPS as you normally would. When you load up the EPS file in Photoshop, you can set it's dimensions on import.
Don´t forget that in this case the uvs of that box must be inside the top or bottom half of the uv space, and only then you can scale it to 200% to fill the remaing half.
I think if you set the UV view to be non-square before you start unwrapping (using the "Use Image Ratio" option, then you'll get the correct results straight away.
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I want to export the UV's in that proportion so I can use it in Unity without stretching all the texture.
Setting the UV viewport to be rectangular rather than square is simply for the benefit of whoever is unwrapping the model - it doesn't have any effect on the model or it's UVs.
If you're trying to export a non-square UV for texturing in Photoshop then select your UV map in the Lists panel, then go to Texture > Export UVs to EPS as you normally would. When you load up the EPS file in Photoshop, you can set it's dimensions on import.
How can you make this 512x256 without stretching or anything? I dont know if I'm making myself clear.
Firstly you'll want to set the Action Centre to Origin.
Then bring up the scale tool and scale them 200% in the V axis.
You can then apply a 2:1 ratio texture to it (i.e. 512x256) without any stretching.
Is this the only way to do this right? There isn't some tool that you can tell to put the UV's not square or something like that, right?