Hey guys, I'm following the Flipped Normals tutorial on making a building and I noticed the tutor says to select OpenGL for the Normal Format. What is strange is that my mesh in Direct X format looks like his does when he selects OpenGL! When i select OpenGL it ends up looking a bit funky(it looks like his one before he switches it to OpenGL). Is there a step i am missing or a function I have to select prior to this? All the other trees were done in OpenGL so this one has to be in OpenGL too when I eventually combine them
Any help would be very much appreciated!
EDIT: Solved, I looked at it in different lighting conditions and it was fine.
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Both designer and painter shaders compensate for the project default so there is no need for you to muck around with it unless you are baking externally or your target renderer is expecting a specific format.