It seems to me that Maya 2013 added the angle weighted normals like max uses. Not sure if I'm right but for my tests the assets baked in Max with the vertex normals exported from FBX look ok in Maya2013 if you setup on attribute editor and set it to be "angle weighted normals". I don't have a really good test mesh here, I…
Trying to find some documentation about these options. Curious what they all do and how they work. For instance, non-weighted what's that? How does it differ from angle weighted? Non-weighted still has some form of averaged normals as all associated vertex face normals point in the same direction (soft edge).
No I did not. When triangulating this is an issue just like you mentioned. In this case Angle Weighted produces the expected results (according to the previous link) in comparison to Unweighted which looks crap. This leads me to believe that since this has been auto-resolved for quads even since before Maya 2013 then it…