In Blender you can mirror an object by two ways:
- Using a mirror modifier
- Ctrl M
In the first method, every normal is perfect in every single software
Using the second, some display flipped UVs, some don't.
The Experiment
1st row: Ctrl M on instances
2nd: Ctrl M on single users
3rd: Using mirror modifier
4th: Mirroring the object using mirror modifier (without applying)
5th: Applied mirror and deleted unwanted parts
![Image: https://us.v-cdn.net/5021068/uploads/editor/gk/4k6qc4r1enw5.png](https://us.v-cdn.net/5021068/uploads/editor/gk/4k6qc4r1enw5.png)
Blender (blue color represents normals that are pointing outwards)
![Image: https://us.v-cdn.net/5021068/uploads/editor/ke/xf51dr1kl16o.png](https://us.v-cdn.net/5021068/uploads/editor/ke/xf51dr1kl16o.png)
Marmoset Toolbag 3 - Flipped
![Image: https://us.v-cdn.net/5021068/uploads/editor/d4/ef36p2xb8n13.png](https://us.v-cdn.net/5021068/uploads/editor/d4/ef36p2xb8n13.png)
Unity - OK
![Image: https://us.v-cdn.net/5021068/uploads/editor/2y/0l2mhmjd9ew1.png](https://us.v-cdn.net/5021068/uploads/editor/2y/0l2mhmjd9ew1.png)
Unreal - Flipped
![Image: https://us.v-cdn.net/5021068/uploads/editor/ke/20tsj4q26wqc.png](https://us.v-cdn.net/5021068/uploads/editor/ke/20tsj4q26wqc.png)
Substance Painter - Flipped
What I have tried already
- Triangulization
- Apply transforms
- A lot of different export settings
Do you have any idea how to get it consistent through out of Blender?
I'd like to keep using Ctrl M (the top two rows) instead of the modifier (third row) because of when I work with complex machines that have to share a lot of UV space to save up resolution for the textures.
Any ideas?
Replies
Also, the Ctrl M that I am talking about is in object mode, which doesn't screw up with the normals, not needing another Shift N
Maybe that's where the problem lies, I just noticed when you mirror in Edit mode you get your normals inverted, where as in object mode you don't.
What did work for me though was to scale -1 in the axis I want instead of mirroring, but I still would like to confirm if this is a bug in Blender