I tried both, but all they did was mirror the UVs...i was looking for the one that flips it inside out...
this was one of the meshes in my scene that has it's UVs inside out
oh, but this has nothing to do with uv's.
It's the geometry, your faces are flipped (aka the normal of the face, points in the wrong direction)
In the edit poly, select the faces and hit "flip" button
or add a modfier "Normal" and check flip normals.
There is a great little script that helps unify the normals and flip faces. This saves you from having to run around the mesh and flip each face and you never really know if you got them all when you do them one at a time, this takes care of it and points them all in one direction.
Yeah the script Vig pointed out works wonders. I had some issues when modeling some HP rock objects in ZBrush. They were instanced and randomly rotated/positioned on a mesh for baking, but some of them became inverted from some random transforms issue. The script saved me tons of time doing them one at a time
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or inside the unwrap editor "mirror selected subobject" on the top toolbar.
this was one of the meshes in my scene that has it's UVs inside out
It's the geometry, your faces are flipped (aka the normal of the face, points in the wrong direction)
In the edit poly, select the faces and hit "flip" button
or add a modfier "Normal" and check flip normals.
http://www.scriptspot.com/3ds-max/scripts/unify-flip-normal-polygons