Hey guys, hope some of you can help me resolve an issue I've been unable to resolve.
I'm currently in the unwrapping phase of an assault rifle I'm making, and 3DSMax keeps insisting that my UV shells are inverted. Take a look at the picture below:
As you can see, the UV shell looks identical to the face I have highlighted. The letters on the checker pattern is also showing up as facing the right way. None of the letters or numbers look as if they are inverted. However when I use the "Select inverted polygons" tool in the UVW unwrap modifier, all of the UV shells of this object become highlighted. If I relax any of the shells, they flip around aswell.
Now, if I actually take this highlighted "inverted" UV and flip it, this happens:
Now 3DSMax is happy, but the UV shell now no longer matches up with the face, and you can see that the letters and numbers are showing up inverted.
I have checked that all of the faces are pointing the right way. And the normals look correct too. Why am I getting this issue, and should I just do as 3DSMax wants, and invert all the UV shells? Seems to me like whatever texture information I put on would then be inverted, and I am worried this may cause issues, especially with the normal map. To invert, or not to invert I guess.
Other parts of the rifle have no issues like this whatsoever.
Thanks for reading, and hopefully helping me out
Replies
Turns out I had to reset Xform and THEN check backface cull together, it showed my mesh as inside out. I checked both of them seperately, when I should have done them together. Thanks for the help!