exported normal maps inverted on some uv tiles

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  10 October 2012
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?
 
  10 October 2012
are those uvs flipped..?
are you seeing this problem also in mudbox or only during rendering in vray..?
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ArtStation
 
  10 October 2012
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.
 
  10 October 2012
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...
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ArtStation
 
  10 October 2012
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?
 
  10 October 2012
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?
 
  10 October 2012
mudbox isnt turning uvs...
have you frozen the history in maya..?
are you using obj or fbx for import..?
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ArtStation
 
  10 October 2012
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.
 
  10 October 2012
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