I'm trying to figure out how to address what is hopefully a simple issue.
I have a model, created in Blender, which has several "Mirror" modifiers on it. When exporting the FBX, I tell it to apply the modifier, but the object is UV unwrapped in Blender prior to applying the modifier. I never manually apply the modifier; that's just part of the export to FBX process.
The problem is, the mirrored portion of the model has really weird normals in Substance Painter. Light reflects off those parts almost as though the normals were inverted.
I've attached a couple of images. One just shows the Model in blender. You can see it's just 1/4 of a cylinder. The other image shows what this looks like in Substance Painter. You can see the sharp seem down the middle where the environment reflections look completely different.
Anyway, I've tried flipping the UVs on the mirror modifier, but that's doesn't do anything. The only way I can get the seam not to show up is if I manually apply the mirror modifier, and UV Unwrapp the fully-modified model. But I obviously don't want to do that, as it's destructive.
Is this a common issue? Is there some step I'm missing in my process to get the normals to look correct on the mirrored part of the model?