Eric, could you or anyone else post some more info about using this Edit Normals modifier? I've always scrolled right past that one, never knew what it did. My mind is really spinning around the possibilities for how much better my models will look with this. I'm going to check out this NormalThief script and read the Max…
First of all, if each blade is its own mesh, that's way too detailed for most games to handle. You should be using alpha maps. Secondly, flat geometry in general is going to shade badly. One way to solve this is to bend the vertex normals so they point in a dome-like shape. Was this made in 3ds Max? You can use the Edit…