I’m working on a spaceship, but my wing part is going to mirrored using the mirror modifier in 3ds max.
The wing part has its own texture/material set because of texture density.
When I import my base model which is one mesh (fbx) including the wings the normals are flipped on the left wing
as you can see on my attached screenshot (Stop text) is incorect.
Is this uv related thing or texture/material issue? Do i need to adjust settings in material only to fix this?
I’ve tried to offset the uv and mirror them and then doing reset xfrom, but still no luck.
Does anybody have any experience doing mirrored stuff from max to ue haven’t found much info on this subject. Thanks in advanced.