I would like to follow up on a previous question about UVs affecting shading in a weird way.
I am in the process of exporting a scene to Unreal Engine 4 and stumble upon this issue as I baked the lighting :
I was thinking it was coming from Unreal since I wasn't the only one facing this issue. So I created this thread on UE4 Q&A forum.
I checked and double-checked everything until I realize that the orientation of the UV's were creating this issue.
So after I "R180"ed my UV island the shading got fixed.
My question is why ? I should be able to orient my UV islands as I see fit without affecting shading, right ?
Is there something I forgot to check in the FBX export ? Is this related to the way Blender handles shading ?
Any idea is welcome :)
Thank you for your time.