exported normal maps inverted on some uv tiles

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Old 10 October 2012   #1
exported normal maps inverted on some uv tiles

I'm having an issue exporting the normal maps from my object with mudbox2013.
I checked and all the normals are facing the same direction but after exporting
it seems that the rendered normals are inverted on some uv tiles. I'm using a
multi-tiles setup and tried exporting with both subdivision and raytrace. Is there
a specific reason why this is happening? Also i'm seeing minimal uv seams with
a vray 2d displacement is there a way to get rid of it?
Old 10 October 2012   #2
are those uvs flipped..?
are you seeing this problem also in mudbox or only during rendering in vray..?
Old 10 October 2012   #3
i checked in 3dsmax and the uvs aren't flipped. I see the problem in both max and mudbox. although i have no issues exporting color and displacement maps.
Old 10 October 2012   #4
could you post some screenshots...

and try the alt+t shortcut to flatten to uv...
so you could check if something is flipped in mudbox...
Old 10 October 2012   #5
You were right!!! one uv tile has flipped polygons on it but only in mudbox. The base object from max or exported from mudbox both show unified normals. Is it possible to flip polygons in mudbox?
Old 10 October 2012   #6
Ok so i opened the mesh in maya and conformed the normals to make sure and i still have the same problem in mudbox. Is there any way i could fix that?
Old 10 October 2012   #7
mudbox isnt turning uvs...
have you frozen the history in maya..?
are you using obj or fbx for import..?
Old 10 October 2012   #8
Ok so after a lot of tests with the mesh i decided to go back to a 1uv tile layout and the problem disappeared which seems a bit odd.
Old 10 October 2012   #9
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