Normal maps on 3D models often look broken due to UV unwrapping errors, misaligned tangents, or shader incompatibility. Overlapping or stretched UVs distort how the normal map’s texture aligns with the model, warping details. Misaligned tangents—from inconsistent topology or wrong export settings—mess up lighting calculations, causing unnatural shadows. Shader incompatibility prevents the software from interpreting the normal map’s direction correctly, breaking the 3D effect. To fix it, check UVs for overlaps/stretching, confirm tangent space between your 3D tool and engine, and test a basic shader to rule out compatibility issues.
