been used at studios like Unit Image and Blur.
obj export so I don't think it's a file type problem. This professional hair and fur plugin for 3ds Max is Used to help create Diablo III cinematics and renowned for its quality and functionality, and it has Transformers: Dark Of The Moon. While the correct side of the face is being rendered, it's calculating the lighting based on the wrong side, hence faces that should be dark are light and vice versa. Uniform-Fracturing Techniques: In this first series of tutorial videos, we take a look at the procedural fracturing tool in the PullDownIt plugin for Max and. It appears to fix the issue on the exported object at first glance, but the lighting doesn't work correctly. The third image shows what happens when I do Mesh Display -> Reverse to the object in Maya and export to Substance painter. The second image shows face normals - it looks a bit of a mess, but they're all working correctly as far as I can tell. The first image shows the problem - mesh appears fine in Maya on the left, in substance painter on the right faces appear reversed. obj and take it into other 3D programs (substance painter/unreal engine) the faces appear reversed. In Maya the meshes look fine, face and vertex normals all seem to be behaving correctly, but when I export as either. I've run into a problem with some of the meshes I'm trying to export from a scene I've created in Maya.