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1$\begingroup$ I added an answer on your previous post. I don't think that this issue is caused by what you think. Kind of an XY Question IMO. $\endgroup$– JakemoyoCommented Jun 15 at 1:43
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$\begingroup$ You have to keep in mind that when normal maps are set to the non-color colorspace, Blender will happily ignore flipped UVs when calculating Normals. Unfortunately the target engine that this mesh will be rendered in is quite a bit more picky about it. For the purpose of the example, I learned that setting the color space to sRGB while dropping the specular and cranking the roughness results in a visually simular result to how it appears in the game and 3ds Max. $\endgroup$– Digital_UtopiaCommented Jun 15 at 2:35
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3$\begingroup$ In your previous question I wrote "Honestly, I don't understand the question[...]" to which you responded "[...]I've already clearly described by problem and stated my question so that anyone capable of providing an answer can do so[...]". So this is your main problem, your attitude is severely filtering out people who can potentially help you. Next problem is, you use some terms like "UV face" and it's not clear what you mean by that. I think you never mentioned the engine you're exporting to? In Blender, normal direction depends on winding order of vertices, not on UVs. $\endgroup$– Markus von BroadyCommented Jun 15 at 12:29
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1$\begingroup$ Though maybe the winding order is exactly what you mean. $\endgroup$– Markus von BroadyCommented Jun 15 at 12:30
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$\begingroup$ My appoligies for coming off as rude, but that response was directed at someone who insisted I add the imgur album I linked in response to the comment you're referring to, in my question. I decided at the time that it really wasn't worth adding it to my question, for the reason I stated. I later changed my mind and added said album anyway... though my explanation for originally choosing not to seems to be validated. $\endgroup$– Digital_UtopiaCommented Jun 15 at 12:37
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