So i noticed as I was working on my character textures and through a lot of testing that the new 3DS Max Triangulation algorithm for 2023 is overwriting my manually controlled Tri orientation. When exporting as an FBX its ignoring the 'preserve edge orientation' and just exporting based on its preferred algorithm
I tried every which way to get it right but it seems the only way I can do that is create a edit poly modifier and connecting all the vertices so they all triangulate manually