I'm using Max9 + Xnormal
So when i render my normal map I have a couple of pieces end up rendering out backwards? I'm not totally sure what is going on. The geometry in question was mirrored so I thought that was the cause of the problem but there's other geometry that was also mirrored in the same uvmap that renders correctly.
My original work flow was
Create Mesh (A) > UV (A) > Mirror (B) > Attach (B) to (A) > Repack UV's > Render Normal map
I have tried uniquely UV mapping (B) and it still renders incorrectly.
I have tried to flip the normals in both Editpoly and Editmesh.
I have tried both reset Xform and the normal modifier "unify" in every possible combination.
I have tried Mirroring (B) back to (A), as well going one step further and re UV'n before a test bake.
My only guess is that theres duplicate vert ID's or something?
Here's a pick of what I am talking about, I'm hope'n there is a script to unify normals... or some gimmick to this problem.
Replies
I had the same issue once, and that was the cause.
I do have to ask why you don't want to use just a symmetrical texture on your symmetrical model though. It's far more efficient?
Danke