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Let's get a bit more specific here. In my previous question I mentioned I have a mesh with flipped/misoriented UVs, as it was originally textured for an engine that didn't care about the orientation of UVs in respect to the normal map and UVs. Unfortunately my intended target cares very much about this, leading to sharp changes in shading across the mesh.

Since nobody could or was willing to abide my laziness in expecting someone to hand me the answer, I'm going to try breaking it down a bit.

So, if the UVs are resulting in improper shading, I figure the best course of action is to reduce the variables, and get the data necessary for comparison. So instead of the actual normal map, I'll start with a completely neutral one - therefore the computed normals should be no different than the face normals, correct?

Since, due to said UVs, the improperly oriented UV faces will result in computed normals being different than the face normals, I either need a way to access the normals that Blender calculated, or to learn the calculation myself.

So any help achieving this goal would be greatly appreciated.

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    $\begingroup$ 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. $\endgroup$
    – Jakemoyo
    Commented Jun 15 at 1:43
  • $\begingroup$ 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. $\endgroup$ Commented Jun 15 at 2:35
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    $\begingroup$ 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. $\endgroup$ Commented Jun 15 at 12:29
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    $\begingroup$ Though maybe the winding order is exactly what you mean. $\endgroup$ Commented Jun 15 at 12:30
  • $\begingroup$ 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. $\endgroup$ Commented Jun 15 at 12:37

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