what is going on with shadows on my mesh?

I think it might have something to do with lightmapping, but I’m not sure. Was looking for any ideas of what could be going on. I’m currently using the auto import feature to turn my .blend file into a fbx. For some reason, on some of the textures, As light flows over the mesh, on certain textures, the light appears in only one corner first before the rest of the texture map gets lit. Likewise, in certain areas I get weird shadows occuring in the wrong direction. I’m lost for words. All my normals are correct. I can’t seem to fix it by fiddling with the settings of the lights or the mesh. Please help. I was going to post a screenshot, but couldn’t figure out the stupid markup thing and couldn’t get my image to upload.

Thanks a bunch for the link Kacer…definitely helps to show what I’m dealing with.

Here are 3 links to screenshots of what I’m talking about above.

  1. Imgur: The magic of the Internet

  2. Imgur: The magic of the Internet

  3. Imgur: The magic of the Internet

Take note of the weird triangular shadow that appears on the top front of the model. I checked out my model and all the normals and everything are correct. Anyone have any ideas of what else this could be? Thanks!!

This strange shadow behavior on imported meshes can be fixed easly, select the imported object on the Project window, search on the Inspector for the title “Normal and Tangents”, set Normal to “Calculate” and Tangents to “Calculate”, hit the “apply” button at the end, and Done. Good Luck!

It seems like exactly normals on the model are incorrect.
What shader do you use there?
Try to change material to another - same effect?