In my workflow, the standard methodology for rendering non-square maps using something like XSI/Max/Xnormal (1024 x 2048 in this case) is to have the body uv’s in quadrant 0-1 and the head in quadrant 1-2. Scale them on X to all fit into 0-1 and then render to a non square format. This stretches the uv’s back out during bake and the end result is a properly baked image at 1024x2048.
How do you do this in ZB??? Is there any documentation on how to bake out non-square images for normals/cavity/AO in ZB? This is a fairly common workflow for games so I know there has to be a way.