I am currently trying to make a symmetrical texture map for my character in Autodesk Maya.
![symmap.jpg](http://img404.imageshack.us/img404/58/symmap.jpg)
For example, I want the arms of a character to share the same texture pattern. But I cant place the UV shell corresponding to one arm on top of the piece corresponding to the other arm because it doesnt match without flip.
If Im trying to flip this shell it becomes shaded with a semi-transparent red color. But all UV shells must be shaded with blue and have a clockwise winding order.
Am I right ?
Is there a way to reverse the winding order so the UVs match the original halfs without physically flipping the UV shell on the U or V. Any solution would be great at this point. Thanks in advance.
Before flip:
After flip:![uvrevs.jpg](http://img190.imageshack.us/img190/4256/uvrevs.jpg)
Replies
but Maya help reference tells us that winding order show whether a texture maps correctly or not. And I'm just trying to figure out is this a normal practice to work with red UV shells ?
It looks more specific. In Maya the solution is http://download.autodesk.com/global/docs/maya2012/en_us/files/Asts_Creating_and_using_mirrored_normal_maps_on_a_character_or_object.htm
But I'm sure in 3ds it can also be done .
the (nintendo) 3ds is a special piece of hardware which resticts using counter-clockwise uvs. so there is no way to cheat here, i have to bake the whole map.
but unless your coder/hardware manual tells you, forget about winding. it does not matter.
So I think for the special cases when using counter-clockwise order is restricted there must be a script or something that reorder UV texture coordinates wich are stored on the surface mesh for a particular face without physically flipping the whole UV shell on the U or V direction.