When checking the faces in the Uv editor in Max, my uvs are inverted. If I fix it (by mirroring them over) in 3dsm and send it over to zBrush, it’ll result in broken unwelded exploded uv’s. If I leave the faces inverted in Max however, the uv’s stay correct in zBrush.
I’m wondering if that is a normal behavior and if so, if it affects the output of different maps such as displacement maps?.
I know it’s easy to flip a specific color channel for normal maps in Max if something needs to be inverted but what about 32b displacement maps, I’m guessing inverted uv’s don’t affect them?