Blender view is fine, the thing is, the normals are relative to UV, so it's uv's are flipped Also, make sure the material is setup properly: (Non-Color)
I agree, it doesn't make sense. I cannot recreate this either, it's working as expected for me. Did you rotate in edit mode or object mode and applied transformations? Which version of Blender are you using? I guess there are no modifiers on the object?! Would be best if you could share an example file.
I've had similar f'd up mesh orientation dependent normals with some random assets that I've had to deal with inside UE4. Rotating them in the world normal debug view you could clearly see that the normals change based on the angle. Importing the mesh to Max and resetting explicit normals (and then re-doing correct…
This should be entirely straightforward as Prime8 says. Tangent normal direction is relative to UV orientation, not geometry - as explained in detail by FrankPolygon above, and as experienced by the entire game art community for at least the last 15 years. My guess would be that some sort of wanky transform on the mesh is…
i'll try to add another possibility I've run into on any 3d models, reset X form (in max idk what it is in blender) and maybe double faces on that location ? I've had this its not fun. Hope you figure it out, glad you did the flip normal cause it was my 1st thought, since it looks simple enough i'd just redo it, probably…
I find myself stuck with a mistery that is making me loose hours of work without any progress whatsoever figuring it out.I'm making a modular environment and I'm making some trimsheet textures. In this specific case let's take a door frame made of three pieces (two vertical, one horizontal on top. Everyting is cool and…
You can't just rotate a normal map. The texel values need to change as well because they represent vectors and not colors.e.g. if you rotate a red texel (facing right) 90° it should become green (facing up or down, depending on whether this is a normal map following DirectX or OpenGL conventions). Blending and painting…
@FrankPolygon this is gold, thank you! I've thought about it more since the first two answers, and indeed I came at the conclusion that it didn't make sense. If normals couldn't be rotated then they would be world space normals, which are an entirely different thing, and it would mean that any object with a normal map…
Rotating the mesh components doesn't necessarily have the same effect as rotating the normal map or the UV islands. If it did then tangent space normal maps wouldn't work on anything other than static objects because in-game meshes are often required to deform and rotate. The assumption that the UV islands and normal map…