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mirrored UVs flipped normals

polycounter lvl 8
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Olli. polycounter lvl 8
Alright so im getting this weird problem... Im working on a model which is heavily optimized, so it features a lot of mirrored geometry utilizing the same UV space. The problem is that the flipped geometry has its normals inverted.. I figured it might have been in the integrated 3d viewer in substance which was creating the problem but I exported the sbsar in to marmoset and the problem persists.

The normal map displays fine if i just use the standard marmoset shader and input my normal map in to the normal map slot, and it also works fine in 3ds max with a dxshader.

Is there any way to work around this?

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