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Folded UV's results in difference in shading of normals?
So, I have a mesh,uvs are folded over ontop of itself. The Normal output of the shader is causing one half to be lighter and one half to be darker than it should compared to a plain diffuse shader. What gives? Is there a way to work around this?
Dunno if there is a way around this, but generally it is a bad idea to have overlapping UV mapping when using normal maps.
What do you mean by folded UV's and do you have a screenshot?
^ I converted your answer to a comment sicne it was a comment/question, not a suggestion for a solution.
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