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
You were right, poopipe, UVs are flipped. At first it just seemed strange to me that they could be flipped while only normal maps were working incorrectly. And even if they were flipped, I wouldn’t even think that it may be a problem for Maya. But after you wrote that you weren't sure how Maya works with flipped UVs, I…
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…
What do you mean? When I change a parameter in material, it works like it should, as you can see in this image. But Maya inverts the textures that shouldn’t be inverted. "And when I change tangent space handedness nothing happens" - it's not a material parameter, or I'm wrong? It's like a "Shape". And when I change…