EDIT: Erased original question because it was convoluted and basically not describing my problem. The Problem: Mirrored objects are behaving strangely with applied normal maps. No amount of freezing, reversing normals, changing render stats is getting them to display correctly. Not sure what going on.
It's a simple fix. After mirroring your object, freeze transforms. Still in object mode, do a normals > reverse. Hit control+A for attributes (might have to hit it a couple of times) until you see a tab marked "render stats" and expand it. Uncheck the box marked "opposite". You're done.
There is actually something unusual about the way Maya handles UVs which may be causing your problem. Maya uses the UV winding order to determine which way UVs "face". This is not an issue in game engines because they don't calculate it this odd way. If this is your issue then it's purely a maya viewport issue regarding…
Hehehe yup and I believe I actually helped that time too :P. The problem it produces is actually the same as a flipped channel. The reason for flipping channels is when you move your normal map and mesh from a system that prefers left handed tangent space to one that likes right handed (e.g. max to maya). Yea it seems…
Yup, that was it! And thats why it looked like a flipped channel to me... you sir have made my day, thanks so much! It now looks perfect in Maya, and exports perfect as well. I think it is strange that they would do this, especially with so much cross development between programs. Googling this turns up an old thread here…
Max also inverse scales meshes if you use the mirror tool, if you reset xform it will show the true direction of the normals (flipped inside out). Instead use the symmetry modifier. Its 100x better and doesn't do the inverse scaling thing. It also slices and welds the center seam for you, and if placed highest in the stack…
The fix described by CheeseOnToast/Bai will also fix meshes mirrored by doing the inverse scale thing. I prefer to use inverse scale on an instance duplicate because it means I can preview the mirrored result and have it update while I work on one half.
Usually when I mirror an object I use the Mirror Geometry! If I can, I place it so I can mirror it directly over the axis but with an offset, so that when I put the mirroring pivot at zero, the object will be seperated (visually - they're still a combined mesh though).. Also I find that it works better to select all faces…