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I created a model in Zbrush, created a low poly version, created a displacement map for it, and exported the low poly to maya. In Maya, I assigned the material+displacement map to my model, and hit render. I was met with the most comical of issues: the displacement map was the wrong way. The textures on the back of my model were at the front, and vice versa.
As you can see, the little crosses and holes on the helmet ended up on the back.
I am using Maya 2018.
I am pretty sure I followed correct procedure for creating the displacement map. The model I used to create the displacement map in Zbrush is the same one that ended up in maya, and I have not modified the topology of the model since. As far as I know, the obj file included the UVs from zbrush.
How do I fix this issue?
Solved! Go to Solution.