Update with SolutionRahkis Andel's answer guided me to the solution, thus I post a summary of the problem and solution here, to save others from reading the whole thread. Working environmentBlender 2.66aavatar.blend from machinimatrix.org.Reproducing the problem with "avatar.blend"Create a mesh object oriented along the skeleton and generate automatic weights (Right-Click object, shift-right-click skeleton, Ctrl-P).Create a duplicate of the object (right-click object, Shift-D).Mirror it along the y-axis to fit e.g. to the opposite leg (Object → Mirror → Y Global or something).When checking the normals, the look the same as for the non-mirrored object. When uploaded and... ... attached to the avatar, the wrong side of the faces is rendered. ... dropped to the ground, the mesh looks as if not mirrored. If the collada file was made to contain both mirrored and non-mirrored leg (just as example) they overlap (i.e. vertices at exactly same positions) in the absence of skin weights. After flipping the normals, the right side of the faces is rendered but with inverted lighting. Solving the problemObject mode: Join mirrored and original object.The order in which the objects are selected seems to make the difference between removing the error and bugging both objects.Untested: The correct selection order should be selecting the correct object first.Untested: If both objects end up showing the lighting bug, mirroring followed by a combination of joining, Ctrl-N normals recalculation and flipping normals might resolve the problem.Edit mode: Ctrl-N to recalculate normals.Edit mode: Press "P" to get the "Separate" popup menu and select the option "By loose parts" to get the mirrored and original attachment object separated again (if needed).Reapply object naming, that has been lost by joining the objects.Original questionI am trying to create mesh limbs using the "avatar.blend" template file with Blender 2.66a. I was modeling the left limbs and created the opposite limbs by mirroring. When I uploaded those, they looked inside-out. However, when I invert the normals, they stop looking inside-out but suddenly the lighting seems inverted. On the posted image you can see how the right leg seems to ne lighted from behind, while actually the sun is in the front of the avatar. Probably related: When dropped to the floor all those limbs look like left limbs. In blender and on the avatar they look correct (except for lighting in SL), but when e.g. dropped to the ground the mirroring seems to be lost. I double checked that other then "Armature" there is no modifier on the objects.