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Normal problem Maya/Marmoset

polycounter lvl 14
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ENODMI polycounter lvl 14
So here's the problem, I created an object.. duplicated it, inversed it -1 on its x axis for a quick mirror of the duplicate, freezed it's scale, and then went ahead to uv it and normal map it, k, so it looks fine in Maya but the problem is the normals appear flipped when i put it into marmoset. The only solution i found is to inverse the normals, which doesnt look right in Maya. Is there an easy way to undo this mess? Did i explain it well enough?

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