
Meshes exported from Blender always seem to be smoothly shaded in Uru (single, averaged normal for all faces meeting at a vertex). What if I want to have flat faces and sharp edges (separate vertex normals for each face)? For Blender's own renderer, I have found that I can adjust that by marking faces as "smooth" or "solid", using "Auto Smooth", or marking edges as "sharp" and using an "EdgeSplit" modifier. See the left (smooth) and middle (solid) cubes in the top image:
In Uru however, both of these cubes appear smooth, as seen in the bottom image. What I'm aiming for is the look of the right cube, which isn't actually a cube, but just six disconnected quads. Is there a way to achieve this while keeping the mesh connected in Blender, to keep editing it a bit easier?
To cut the right cube, I used the EdgeSplit modifier and "applied" it. Interestingly, its documentation says "The output of the EdgeSplit modifier is available to export scripts, making it quite useful for creators of game content." That seems to suggest that things should also work with the modifier "unapplied", so that the cutting would only happen at export time, while leaving the Blender file unmodified. My experience however is that the modifier has no effect at all on the result in Uru. Am I misunderstanding this, or is PyPRP just not making use of that capability?