Here's the approach for setting up a texture using UV mapping and not having it distort.
Create a shader for the soon to be textured surfaces and double click on it to open, Select Map from the Color Shader Parameter and then Projection from the Solid Texture Procedures Menu, Define Planar as the Projection Parameter and select Map for the Source Texture... now choose File under Surface sub menu and then Browse/Select the RGB file to be used as the textured image.
Assign the new shader to the geometry within the Alias modeling window.
Click on the Projection Sub-shader to make it active and select the cube with an up arrow in the lower right corner, This will make visable the Planer UV coordinate grid within Alias. It typically originates at the 0, 0, 0 coordinates and is green in color.
Rotate and position the UV coordinate grid in Alias window, this should be representational of how the image is to be projected on the geometry. Quick render with texture option on and the Shading Frequency set at 10, to preview image/geometry alignment.
The projection map grid and the surfaces can now be Linked together. This process is similiar to the grouping method, it associates the projection map grid to the surface. No modifications can be made to one without effecting the other, once the Link has been established. If changes are needed to be made to the projection map grid or the surfaces they must be Unlinked, modified, and than Linked again.
Make active the UV coordinate grid and geometry.
Select LINK under the 3D Placement > Shader Projection Map, than Apply Mapping under Polyset Surface (U,V) Definition > Projection Map.
This is the classic technique, and works all the way through exported data with UV information into other formats. Link and Apply are what is necessary for exporting the data.
Sorry about the length and detail, just want to be thorough.
-Rich