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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 :

enter image description here

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.

enter image description here

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.

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  • $\begingroup$ If you use normal map it's normal. $\endgroup$ – FFeller Nov 15 at 20:28
  • $\begingroup$ So eventually, I found what the issue was. The texture sampler I use in Ureal was type "color" instead of "normal". Causing those weird shading errors. Still when I use a normal map inside Blender I can see the same shading effect, I might be doing something wrong in my material in my blender scene as well... $\endgroup$ – FBodet Nov 16 at 15:37

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