I modeled a Z GT500 front and as I cut gaps on this mesh to finish it I noticed it has a very different lighting/shading despite using the same material, correct face orientation, applied scale; unfortunately this is very visible in the game I import it to too. Happens with every MatCap and simple Studio lighting.
Changing the UV Map doesn't change anything.
I include a .blend file with the parts that should shadow it too: https://drive.google.com/file/d/1_YhHdTOQUBBaDRoVLCQ62NDztvRVjTpm/view?usp=sharing
Thanks in advance for your help!