Normals smoothing wrong when I break up objects in Max, help

I have a labyrinth that I created in Max. It’s made up of many quads (so I can texture each wall segment.) A small maze is over 25,000 verts in Unity which is problematic with the iPhone.

So, I broke up the maze into 5 objects to start with. This reduces my draw count down from 25,000 to around 12,000 in places and as little as 5,000 in others.

Here’s the problem though…In MAX the maze looks just like it did before. But, in Unity, with a few point lights setup, I can see a stark break between the models in the way of “bad” smoothing. There is a hard line in the smoothing between the objects that was not visible before.

I’m breaking the objects on 0, 90, and 180 degree angles and figured there would be no normal problems. It’s not like i’m breaking a sphere in half or at a weird angle…This is a simple maze where I’m deleting rooms and putting them in different objects (using the detach command in Max under mesh edit.)

Considering this looks fine in MAX, any suggestions on how to make it look ok in Unity? I’d rather not have to bake textures as that will increase my texture and work load by a ton (I’m re-using many textures right now.)


What I want it to look like


What it looks like in Unity

What do the vertex normals look like in Max after you separate the meshes? Is that screenshot in the Editor or on the device? Are those pixel lights or vertex lights (look like vertex)? How many lights?

Also, with Static Batching and Occlusion Culling available on the iPhone I’d split a simple maze like that up into many, many pieces instead of just a few pieces… that way you’ll never be rendering more than a couple hundred vertices and a dozen draw calls at any one time.

That’s rendered in max. Here is a viewport shot to see it non-rendered (the problem still isn’t there in Max.)

Vertex lights, 1, 2, 3, doens’t seem to matter. If I put the light in the middle of the scene it fixes the problem but that doesn’t help me where you will see many lights in one place (and off edges.) Pixel rendering fixes the problem but should I switch to pixel lights (can you do that on the iPhone)?

I am going to break the scene into many more objects but was testing it first with only a few.