worstplayer wrote:
If mesh has any rotated UVs, normal maps display incorrectly, as if they were lit from wrong direction.
I am still a little confused by what exactly a 'rotated UV' is - can you explain what exactly is rotated, and with respect to what?
I would assume that you have applied some portion of the UV mapping to the surface, and then decide to rotate the resulting triangle-to-texture mapping to rotate the location of that triangle in texture space.
If that is the case, then as long as you re-generate the tangent-space basis afterwards (taking into account the changed UV coordinates), everything should be fine.