it working in other applications is no guarantee that the UVs aren't flipped - marmoset certainly handles it correctly. I don't personally know if arnold/maya does
try checking the tangentspace handedness in your mesh the funky part is, even if those settings are the same between maya and marmoset toolbag, the resul isnt the same. slightly infuriating :cold_sweat:
While using Arnold in Maya, I faced an unusual problem: There are 32 teeth models in the project (16 upper and 16 lower). I use 4 UDIM maps; one for each eight teeth. For some reason, Maya visually inverts the Normal maps along the Y axis ONLY for the lower teeth, while the upper teeth remain as they should (in the final…