[PS-Youtube id=”E9APc-AVp0g” w=”320″ h=”206″] I show you the difference between flat shading(face normals) and smooth shading (vertex normals) and how that affects the display within a game engine (OpenSim or similar online worlds for example) I also show a proof of concept for how welding vertex normals along object boundaries can avoid texture seams due to mismatching face normals.