I’m not sure how else to explain it or if it is as simple as switching the RGB channels or not. Let me give an example with a color map. In this example, I have a shot of the blue uvs in maya indicating they are facing the correct way, the red uvs indicate they are flipped backwards. My face normals are all pointing the correct way as well as indicated in the zbrush screen grab otherwise you would only see the back faces. You can see from the texture map on the bottom right that the texture is actually reversed, the R & L are flipped. This means if I were to do any kind of photoshop texturing I would need to work backwards. However, this is the only way the textures, normal maps, and displacement maps generated from Zbrush seem to display properly when rendering.
If I were to have my model with the proper uv direction (blue), the texture map with the R & L would not be reversed and would still render properly. However, this is not the case for the normal and displacement maps, the webbing on my spiderman character seem to go inward rather than outward. The only way I can get them to render properly is to have the flipped uvs (red) which then makes my texture maps backwards as mentioned above.
So what I’m basically asking is there a way to flip this in Zbrush so that maps don’t look backwards like they do in this texture example and also render in the correct direction?
