I have this weird problem that came of flipping meshes in Maya, which I know can get a little thorny. I thought I'd cleaned it all up, but a few of the meshes I mirrored are still causing me problems.
As you can see, a couple of these meshes are showing up correctly in Maya (I swear to god backface culling is turned on haha) but as soon as I get them into Marmoset they're inverted.
If I try flipping them inside out in Maya, they show up right-side out in Marmoset, but the lighting is flipped for some reason.
I am at the end of my rope here. Anyone have any idea what's happening? Please help.
Love, Me
Replies
Export as .obj and triangulate pre-export.
If one of those doesn't fix it, then both should. At least that's been the case in my experience.
Also, if you haven't or didn't know about it, you can try checking your normal direction
display -> polygon -> Face Normals
As long as the poles are all facing the same direction, you're good.
Something I found out with maya 2014, is that even with backface culling on // single sided polys, if its part of a seamless or mostly seamless mesh, it wont backface cull a poly with a flipped normal any different than its surrounding polys.