# Imported mesh flipped normals

**URL:** <https://forums.unrealengine.com/t/imported-mesh-flipped-normals/1911840>\
**Category:** Asset Creation\
**Tags:** mesh-import, unreal-engine, question\
**Created:** [June 21, 2024, 6:27pm UTC](https://forums.unrealengine.com/t/imported-mesh-flipped-normals/1911840 "2024-06-21T18:27:09Z")\
**Posts on this page:** 5\
**Page:** 1

<div class="post-metadata">

**Author:** ![Junkmuppet](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Junkmuppet](https://forums.unrealengine.com/u/Junkmuppet)\
**Post date:** [June 21, 2024, 6:27pm UTC](https://forums.unrealengine.com/t/imported-mesh-flipped-normals/1911840/1 "2024-06-21T18:27:09Z")

</div>

I have some assets that I created in ZBrush, rigged in Mixamo, and then textured in Substance Painter. First, I tried USD import as well as just the raw mesh. It looks really odd. When I load the FBX that I am attempting to import, it looks just fine. To note, the parts of the mesh having problems are single sided, non-closed areas. The closed portions of the mesh appear fine.

Below is the bottom of the leg. The tunic and pants are one-sided. The boots are solid and look fine.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/f/b/efb44bdcac679defcd8056f72e25f4f47acbf819.jpeg)

---

<div class="post-metadata">

**Author:** ![Junkmuppet](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Junkmuppet](https://forums.unrealengine.com/u/Junkmuppet)\
**Post date:** [June 21, 2024, 6:43pm UTC](https://forums.unrealengine.com/t/imported-mesh-flipped-normals/1911840/2 "2024-06-21T18:43:40Z")

</div>

Just to add, I brought the FBX into Blender and the mesh faces are all facing the proper way. Alternately, I did this for a building mesh and there were no issues.

---

<div class="post-metadata">

**Author:** ![Junkmuppet](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Junkmuppet](https://forums.unrealengine.com/u/Junkmuppet)\
**Post date:** [June 21, 2024, 7:51pm UTC](https://forums.unrealengine.com/t/imported-mesh-flipped-normals/1911840/3 "2024-06-21T19:51:01Z")

</div>

I looked at the building and the problematic mesh. The building mesh had all the texture areas as separate materials. For the soldier mesh, I kept as one material and used vertex color to help painting. I did this to reduce the number of texture files. I tried to do this for another mesh and it seemed to be fine. I would rather find a solution for the import rather than having to re-export all the meshes, that would be a huge time sink.

---

<div class="post-metadata">

**Author:** ![Junkmuppet](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Junkmuppet](https://forums.unrealengine.com/u/Junkmuppet)\
**Post date:** [June 22, 2024, 1:45pm UTC](https://forums.unrealengine.com/t/imported-mesh-flipped-normals/1911840/4 "2024-06-22T13:45:03Z")

</div>

It seems that with the USD import process, the material is getting imported rather wonky. I created the material manually with the texture files and it worked fine.

---

<div class="post-metadata">

**Author:** ![system](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/1/3/713c9d3f58553f0de89543d76a8a3a2779dc9fa4.png) [@system](https://forums.unrealengine.com/u/system)\
**Post date:** [July 22, 2024, 1:45pm UTC](https://forums.unrealengine.com/t/imported-mesh-flipped-normals/1911840/5 "2024-07-22T13:45:24Z")

</div>

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.
