UE4 How to create UVs for 3ds max flat two sided texture when imported into UE4?

I’m trying to re-create character skin material and apply it to a character imported from 3DS max into UE4. I have a body diffuse texture available for this character which looks like the attached image. The body, arms and legs have their own textures which have two halves. I can’t seem to find the correct UV setting to map this onto the mesh.

I found the 3DSandMayaUVCoordinates with multiple channels, and if I connect channel1, I get the texture showing on the mesh, but it is flipped upside down. If I modify my diffuse image in Photoshop, mirroring it along the horizontal axis, the texture is properly applied.

  • Is there a more correct way to generate UVs for a texture like the image below?
  • Is there a way to mirror the texture along the horizontal axis without having to manually edit the diffuse image?**

Can you post screenshots of your UV’s in Max and UE4, and also a sample of your texture please? Also make sure channel 0 is selected in texture coordinate node in your material. UV channel 0 in UE4 is channel 1 in Max.