I’m having this problem in Blender where the normal map is shown differently as it should be, when the UV of the mesh are mirrored. I reported a bug to the tracker and got a reply that the normal map is messy and that blender works just fine.http://projects.blender.org/tracker/index.php?func=detail&aid=17614&group_id=9&atid=125
Apparently the normal map itself is messy. If you compare this normal map I found on the internet http://www.spiralgraphics.biz/images_g25/normal_maps.jpg and this one, that was made in blender http://img511.imageshack.us/img511/363/normalmapgm9.png you can hopefully see the difference in where the green and red parts are.
Now what confuses me is how can a normal map be messy if it was made entirely in Blender? Did I make some mistake with the normal map baking or didn’t see something crucial? Is perhaps the normal map baker buggy?
Any help is appreciated.