Back side of model does not reflect

The back side of the model does not reflect light

Tried: side: THREE.DoubleSide, but did not work

loader.load(
	'assets/Untitled.glb',
	function (gltf) {
		main_story.add(gltf.scene);

		gltf.scene.traverse((child) => {
			if (child.isMesh) {
				child.geometry.computeVertexNormals();
				child.material = new THREE.MeshPhysicalMaterial({
					color: 0xffffff,
					metalness: 0.4,
					roughness: 0.1,
					clearcoat: 1.0,
					clearcoatRoughness: 1,
					
					// thickness: -1,
					// envMapIntensity: 1.0,
					// normalScale: new THREE.Vector2(1, 1),
				});

				child.geometry.attributes.normal.needsUpdate = true;
				child.geometry.attributes.position.needsUpdate = true;
				child.material.needsUpdate = true;
				child.receiveShadow = true;
			}
		});

		camera.position.set(0, 0, 2);
		camera.lookAt(0, 0, 0);

		// After loading your geometry
		gltf.scene.traverse((child) => {
			if (child.isMesh) {
				// Flip the model by scaling it negatively on one axis
				child.scale.x *= -1; // This will flip the model horizontally
				child.geometry.attributes.position.needsUpdate = true;
				child.geometry.attributes.normal.needsUpdate = true;
			}
		});
	},
	undefined,
	function (error) {
		console.error('An error happened loading the GLTF model:', error);
	}
);

The surface is lit, otherwise it would be black – whether you see sharp specular reflections will depend on the lighting source and orientation relative to the model, which you haven’t shared. I’m a bit unsure what effect negatively scaling the model is going to have here, is that necessary and does it affect your results? I might suggest trying an environment map or THREE.RoomEnvironment just to ensure you have some lighting from all angles, first.