#Baked lightmap not working for flipped meshes
1 messages · Page 1 of 1 (latest)
Did you flip the x axis on edit mode in Blender? If so, the normals might be inverted, which might be why the baking is getting wrong. Check the face orientation on the model, or flip it with shift+n (invert normals). The image shows the overlay in Blender. The red object has inverted normals (pointing inside), while the blue-ish one has correct normals (pointing outside)
Also related, wouldn't be easier to just duplicate and rotate the object in Godot, instead of doing it in Blender?
Oh yeah the face orientation is indeed messed up, thanks
Yes, I tried that, but its also messed up (in a different way) when doing it in Godot. The seat arrangement is sadly not symmetric, so I cannot just rotate it