Poop just described the way I do it, too. Just use half of the UV square at standard 1:1 size, then scale up the UV's to fit when that's done. Works like a charm.
When I'm using a 1:2 area texture, I just lay everything out normally, but use only the left half of the UV square. Then when everything is layed out correctly in that half, I use the UV scale in Chuggnuts to scale in the V direction to 2.0. This works perfectly every time. Even if you get it to planar map correctly with…
Hmmm, how do Maya/XSI/LW/etc. handle this? I haven't been exposed to these enough to know if they have a nice way to do this. I'm not defending Max here, just curious if there's a better way. The way I understand it, UV coords for a bitmap are from 0 to 1, no matter what aspect ratio you're using. So the editor display is…