Hmm, flipping geometry normals? I we flip those, the boots will become invisible... What needs to be flipped are the UV normals on the right boot, so that the bumps won't look inverted when the map is applied. I have found a tutorial that claims to do this, but afterwards, the UVs look OK in MAX, mas are definitely destroyed in Poser. Maybe there is no way to fix this, since half the UVs are overlapping and inverted. Either the renderer can display it properly or it can't. So far, Firefly can't, but SuperFly does.
Now I am wondering if this is the reason why some CAs create each foot as a separate conforming item, each with their own flipped texture maps?
UPDATE: I have tested this in DS4, and got a similar result:
* 3Delight: incorrect rendering of normal map (flipped on right boot), just like FireFly.
* iRay: proper render of normal maps, just like Cycles/SuperFly.
Might come down that all this is a rendering engine problem. Some renderers don't know how to properly handle normal maps, while others do.