I seem to have gotten myself into a rather difficult problem with maya and mental ray. I am currently working on a high poly game character using several normal maps. I Have been successful in generating and applying normal maps that look great with maya hardware render. The issue comes into play when I am trying to render the model with mental ray. It seems to flip the normals that are stacked. It seems like there must be a checkbox somewhere that allows it to "fake" the normals like hardware does.
If it's not clear yet these might help
Here's the hardware render
![normalissues02.jpg](http://benjaminrodgers.com/normalissues02.jpg)
Here's the mentalray render
![normalissues01.jpg](http://benjaminrodgers.com/normalissues01.jpg)
Some other various renders
![normalissues03.jpg](http://benjaminrodgers.com/normalissues03.jpg)
![normalissues04.jpg](http://benjaminrodgers.com/normalissues04.jpg)
![normalissues05.jpg](http://benjaminrodgers.com/normalissues05.jpg)
I've read that the uv's contain a normal information that has to be flipped as well, but I don't know if maya can do that.
Flipping the normals of the problem polys creates an ugly seam.
Any help is greatly appreciated.
Also, if there is a workaround for this problem in Max 8 I'd like to hear it.
Replies
The mirrored parts should have been broken where the orange shoulder part is. It would have really hidden/reduce the seams nicely.
Why not just render in Max 8?