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Face Normals Issue

So I'm currently working on a tank and have mirrored certain parts for the purpose of symmetry. I'm almost done with the UV's and wanted to test them in Substance Painter upon which I found the normals where inverted on the mirrored parts. I went back to Maya and Reversed them and re-imported and now the normals are okay but the geometry seems dark. If I turn my camera upside down however the effected is reversed unto the original mesh. When I turn on I-Ray no such graphical glitch occurs but then importing the meshes into UE4 the normals are inverted again.
Here are the examples, just on the cannons as it's quick and easy for me to adapt and make changes.

Original Import as I was working on it, the right cannon is dupicated and z scale-1 :


After Flipping/Reversing the Normals, first on left is from usual angle, second is from below:

But when in I-Ray, no darkness:


And to further confuse, in UE4:



Any and all help/suggestions would be much appreciated as I really want to progress but also learn where/what I'd done incorrectly

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