ZBrushCentral

(Maya Mental Ray) symmetrical uv displacement

okay, so I built a model in pieces because the maps needed to be hi-res. One of the pieces I uv mapped “mirror-style” so I’d only have to paint one side, and I could use more pixels, etc. Now I’m regretting it because I’m getting this inverse lighting effect when I render it out (with the displacement map).
I found a thread related to this problem with someone making a normal map. And it sounded like there is no real solution except to un-mirror the uv’s. Is that right?
I’m using Maya and Mental Ray and would love to not have to re-map these things.
Anyone have any other idears?

Hello,

I know this thread is a few months old, but did you ever figure out how to fix it? I’m having a similar issue. I have mirrored UVs, using mental ray, and the model is mapped including displacement. I’m not sure what you mean by ‘inverse lighting effect’ , do you mean your model turns black? When I render it out it looks like all the maps get jumbled up or when I mess with the UVs it will turn black as well.

hey,
I guess what I was getting was - one side looked like it was lit normally and the other side was inversed. Where there should have been shadows, it was light and vice-versa.
I never did resolve it. I ended up going the lazy route and using zbrush’s auv tiling for the uv’s. I’d be interested in a solution though, I can’t believe this hasn’t come up before for other people…

Hello,

Well, your issue sounds quite different than mine. Seems that no one else has had the same issue I’m having either. About time to figure out an alternative myself.
Thanks for replying.