Can you tell me how I can fix the normals and shading groups in Milkshape? I tried googling but the results weren't all that helpful. All I got was "assign smooth parts to one shading group, and flat parts to another". Do I do this for each piece of the model? The only part with inside-faces is the torso, and that appears to light correctly, though I can scale them so they aren't right up against the outer faces if that'll help. They're only there so that other players can see something inside if they cut off someone's arm. I also cannot find any extraneous edges (the clean tool removes 0 triangles and when I highlight everything with face selection and move it, no vertices are left behind). For my application, merging the materials and shape isn't really an option. As I said earlier, I need to be able to color the individual pieces of this model for customization, and the code resource for that works on a per-material basis. I also want to be able to hide individual pieces for gibbing and attaching other pieces (hook, peg leg, short legs, skeleton arm, etc.) The model is already rigged and I've done animations before, so that won't be a problem. One of the options I was considering was to export just the skeleton as a dts, and each individual piece as a separate collada mesh, then merge them with T3D's shape editor. EDIT- I unwelded everything and let it auto-smooth, to create a flat shaded model with no smoothing whatsoever, but the lighting is still broken: This is what the normals look like. I'm actually not sure what I'm supposed to be looking at but I'm hoping someone here can tell something from this Is it possible the shape is just too detailed? Or has too many meshes for the exporter? I'm gonna try something. EDIT2- Bingo. Regrouping and reducing the number of materials fixed the problem: I'm gonna do some experimenting and see exactly how many groups/materials I can get away with. I can attach the head and hands pretty easily as mounted objects. EDIT3- Ok, this is really weird. Everything works fine if I group the hands, legs, and arms, together in their own respective groups. But it breaks if they're present as separate groups, or even by themselves. It literally only lights correctly if the legs, hands, and arms, are each a single group with both parts (when I removed just the left hand, arm, and leg, I got the broken lighting). It must be an issue with the exporter, but I don't understand why it lights correctly when both legs/arms/hands are present as a single group, but incorrectly when they're separate, or when there's just one of each. At this point I'm considering exporting just the chest, hip, and head meshes and attaching everything else as mounted objects, but I fear that will be terrible for performance. Does anybody have any other ideas?