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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.

enter image description here enter image description here

In the imported game (rear part significantly brighter): enter image description here

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!

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  • $\begingroup$ Hello, you need to pack your image texture before sharing (File > External Data > Pack Resources) $\endgroup$
    – moonboots
    Commented Nov 19, 2023 at 11:19
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    $\begingroup$ I think it's only a matcap effect. In viewport shading mode, you don't have the same result as in rendered modes. But yes you should pack the textures as your material is texture based. $\endgroup$
    – lemon
    Commented Nov 19, 2023 at 11:23
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    $\begingroup$ All seems to be fine with the texture... $\endgroup$
    – lemon
    Commented Nov 19, 2023 at 11:39
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    $\begingroup$ Yes this is the matcap you've chosen that create a big contrast between the faces, if it also happen in your game engine, maybe lower down the Specular IOR value so that it reflects less the lights? $\endgroup$
    – moonboots
    Commented Nov 19, 2023 at 11:59
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    $\begingroup$ I'm sometimes wondering about these shading issues too when I'm modeling something, because it is actually not the MatCap (sure, it increases the optical effect) because even if you choose the default Studio lighting in Solid view, there is still a brightness difference between the front and back part. However when you merge them together it is gone. $\endgroup$ Commented Nov 19, 2023 at 16:06

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