Quick answer: Flip the normal map's green channel to match your engine's convention, or set the import/shader flag that handles the OpenGL-to-DirectX swap.
Lit detail on your model looks pushed in where it should pop out and vice versa, especially as light moves across it. The normal map's green channel is in the wrong convention. Here is how to flip it.
How to fix it
1. Identify the convention mismatch
DirectX-style maps expect green pointing down (-Y) and OpenGL-style expect green pointing up (+Y). Lighting that inverts as the light sweeps across a surface is the signature of a green-channel mismatch.
2. Flip the green channel
Invert the green channel of the texture in your image editor or with an import-time setting. Most engines expose a "flip green channel" toggle on the normal map import settings for exactly this.
3. Verify under a moving light
Place a directional or point light and orbit it across the surface. Correct normals make raised detail catch light on the side facing the light; if it is reversed, the channel is still wrong.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.