Normal map is inverted when using mirrored geometry

hey, it’s not the normals, it’s the uv coordinates, that are inverted. unreal won’t forgive you that. set the tiling of your texture to “mirror” inside unreal…
and in your 3d program, select all the mirrored uv’s, mirror again, so they are basically unmirrored, and place them one uv tile to the right. this should work

1 Like