cool thing to know. cheers mate. i use hardeges in my low poly stuff all the time, and id never heard any beef about using them. also if thats the case, what happens with hard edges that fade to soft edges, in max i have to assign three shading groups. does this still just split the mesh along the edge and re-assign 1…
the only way to fix it, is knowing exactly what tangents... max uses when it generates the normalmap, as that is rendered with the scanline pipeline it makes sense that it also works when applied in the offline renderer... I can confirm eric's quote, max thinks in "polys", while realtime renderers only have vertex streams…
Only the vertices that have two (or more) normals are duplicated. Or at least only those should be... up to the export code. So if you look at Poop's tutorial, only the row of verts along the bottom of the nose get duped. The others, incl. the outsides of the nostrils where the crease ends, get just one normal each. Edit:…