By inverted I mean "inside out"; not mirroring, or flipping.
I've been trying to find a solution for this problem, and it seems that there's nothing in max for it. Maya has some tools that invert UV's though, but that's not an option here.
In frame one, I open the Uv editor and I click on "select inverted polys", frame two shows the inverted polygons, and frame three shows that the faces themselves are not inverted, just the UV's.
I found a post by Mark, but the script doesn't perform as expected:
http://www.polycount.com/forum/showpost.php?p=1511673&postcount=6
Additionally, unify normals/flipped normals does not fix this problem. One interesting fact is that these kids of faces invert properly when you use "relax" on them, they turn inside-out and turn the right way, but for models where you don't want to relax the UV's, this causes issues. Lastly, it's not always entire shells that are inverted, sometimes it's lone faces in a larger shell, so relaxing is again, not an option here.
Replies
I've reset xforms, did the box trick, exported to other formats and re-imported, I've flipped/unified normals with an editable mesh modifier under it, I've tried kidnapping it's kids and sending a ransom note; still no luck.
I wonder if these needs a script based solution.
1) add a new poly modifier and flip all the polies that are inverted on the uvs
2) add a new uvw unwrap
3) then add a second edit poly
4) flip the poly's back to normal on the model
5) and drag the unwrap uvw on top of the stack
http://help.autodesk.com/view/3DSMAX/2017/ENU/?guid=GUID-2AEF6A44-859D-434E-8E08-00D2A480A0CD
This method is not working for me can anyone help me, please