Yo. For the past 3 years, I have been using Headus UVlayout to do my serious pelting. To be honest, I get so tired of using 5 different software apps in my workflow to make one asset. How has Maya's UV Texture Editor improved over the last few years? Is it on par with UVlayout or even Zbrush's quick pelt mapping? Any…
TBH I never really worked out the value of stuff like Roadkill or UVLayout. Pelt/relax/unfold/LSCM/break/sew functions in apps like Max, Maya and Modo hardly seem different to the functionality Roadkill or UVLayout offer. Personally I much prefer not having to go through multiple apps anyway, you're in danger of losing…
I like using UVLayout from Headus (you can get their demo version for 30 days). For a brief tutorial on how to use it, I'd head here: http://cg.tutsplus.com/tutorials/autodesk-3ds-max/create-a-realistic-looking-mailbox-using-3ds-max-and-uv-layout-day-2/ . He does some layout in max, then swaps over to UVLayout.
If you dont want the texture to be stretched you need to Unwrap it with an application that supports the creation of SubD-UVs. UVlayout for example does it.