Probably because those ngons on flat surfaces and engine will take care about that.:poly121:
i was wondering about that earlier as well. i think he may have triangulated the mesh before export.
anyone else reading, u should not leave ngons in the mesh before export. to guarantee that your normal mapped model will have perfect shading i highly recommend triangulating your entire mesh BEFORE you bake normal maps and keep that triangulation.
if you do not triangulate then you risk the chance the the exporter will use a different triangulation orientation resulting in normal map errors.
also avoid multiple UV splits with multiple hard edges and instead create 1 smoothing group. this will ensure very accurate normal bake.editing in a reply to johny:
there may be some rare places where you might have to resort to hard edges but so far i dont see any reason for this model, specially with the technical specs we are dealing with for Hawken.
Lonewolf mentioned he used smoothing groups because he had normal map issues and i see a lot of hard edges in this model as i mentioned earlier in a post in this thread.
the solution is to triangulate your mesh, use 1 smoothing group and no hard edges. preferable bake in Maya if u can and it will work best in UDK. xnormal bakes work well too. also avoid super long triangles.