Vertex Normals

 From:  Michael Gibson
6069.3 In reply to 6069.1 
Hi Andrei, also if you know that you're going to be taking your model somewhere that does not support vertex normals to get accurate shading it can help somewhat to try and make more regularly sized diced up polygons output using "Divide larger than" rather than having some big polygons right next to small tightly curved areas with lots of little polygons.

That can generally help to avoid shading artifacts.

Polygon shading artifacts are a regular part of many kinds of rendering situations, the whole appearance of a polygon mesh is kind of faked to be smooth when it's actually made up flat facet pieces. There are various situations where the flat facet nature of the actual polygon geometry can end up being revealed.

- Michael