im getting oddities when i add reflections to the MeshStandardMaterial when i export from blender to glb.
The reflection i want is a continual surface. Any reason why its reflecting and being offset by the geometry? Is basing somehow on UV because face normals look correct. Subdividing mesh didnt work for me either.
here is the blender:
and when i add the envmap to the MeshStandardMaterial i get: