You can recalculate the normals in Blender if they’re facing the wrong way. The steps: 1) Select the mesh that has the already applied texture 2) Go into Edit Mode 3) At the top of the page(at the same panel where you select things like snapping, viewport mode, vertex/edge/face select, etc.), select the, “Mesh,” tab. 4) Scroll down to, “Normals,” and click it. 5) Select one of the first 3 options to recalculate the normals as needed. “Flip,” is probably the simplest.
You can also go in to edit mode, hit a to select all and then alt n. This gives you a dialogue asking if you want to flip normals, re calculate inside or recalculate outside.
Thanks man, awsome tutorial, really helpful! Hope you will do also a tutorial on how to create seamless textures as well, im missing the workflow on that rn...
Shame Materialize does not support 4K monitors. I tried it not too long ago the font and controls were so tiny it was unusable, I could not see the menus and buttons. I used to use Materialize back in the day when I used a 1080p monitor and it was great. We need new tools that are free. I am not going to rent Adobe $$$ just to make PBR materials.