Well, I’ve had this problem a couple of times. I start creating my new topology and, somewhen, Zbrush decides to flip the normals of my new topology, so when I project mesh details everything goes to the hell of corrupted meshes (I mean, the mesh explodes).
The last time this happened to me I just changed the Projection Range from 0.1 to a negative value and everything was fixed. After that I simply made the new adaptive skin and with the new tool I flipped the normals before I created normal and displacement maps (if not, when exporting with GoZ to 3dmax normals are inverted and the maps are useless).
But now I just can’t do this because only one part of my new mesh has flipped normals. Even more strange: Zbrush only flipped the normals of the hand I created, the other one (created by symmetry) is fine.
I have no idea why Zbrush inverts the damned normals and why only to one of the hands. I really need to know the reason and a possible solution as soon as possible, please. I need to finish this topology in less than 24 h.
Thanks for any idea.