Hey all, I’ve got a mesh here that’s been UV unwrapped for an engine where its normals are unaffected by any UV flipping or odd orientations. Like most renderers the target renderer will create odd shading if the UVs even look at it funny.
I’m pretty confident that there has to be some way to compare a mesh triangle to its corresponding UV triangle to identify any oddities, but beyond identifying flipped UVs by comparing the signs on the area of the two triangles, my math skills are lacking
However I have determined that the problems aren’t confined to just flipped UVs - well, what 3ds Max considers an inverted UV anyway. It turns out that faces that are flipped both horizontally and vertically are effectively rotated 180 degrees and thus aren’t considered to be inverted, despite still adversely affecting the shading of the model
I’ve already come up with a solution on how to maintain propper texture mapping regardless of which direction(s) the UVs need to be unflipped, but I simplty have no way of determining what that specidic need is. Hell, it doesn’t even need to be completely automated, just being able to deterimine when the UV face is flipped in the correct direction would be enough - even if I have to manually test all 16k triangles lol
I’ve even tried creating a test texture made up of tiled 8px "F"s that would make the direction of UVs apparrent. Unfortunately that requires a lot of trial and error to determine which direction those Fs should face - even if they’re not flipped.
I appreciate any help you can give, and will be willing to provide any additional assets/information that you may need. Thank you.