If updating doesn't work, try adding a Turn_To_Mesh modifier, or an Unwrap_UVW modifier before exporting. I seem to remember doing that for Max 2012 and 2013. Reference: https://dl.dropboxusercontent.com/u/2904948/Temp/FBXBinormals.png
@EQ, I was about to mention Face Weight Normals, glad MoP already brought it up. If you ran the script below on #3 of your first post I think most of the skewing would be relieved. Of course, all the cavats you mentioned still apply. However, Maya defaults to Face Weighted Normals since 2012. Anyway here is my script for…
The next meeting is Tuesday, October 29th. Starting at 7:00 and arrival ~6:30-7:00. But for future reference! https://www.facebook.com/pages/Aauga/180142232031682?fref=ts
For those of you interested in creating environments, there is a nice 4 hours long tutorial about making procedural terrain => https://www.sidefx.com/index.php?option=com_content&task=view&id=2961&Itemid=410
@Jonas Ronnegard I guess the first one will be at the end of April but let us know if you come to Tokyo later on this year so maybe we can arrange it with everyone, what other dev meetups do you know? @Kwramm If you will be here at the end of April you are very welcome to join. @BucketOfNuggets Let me know when you'll be…