I'm trying to learn blender in a perspective of making meshes that I can export to game engines. Making nice looking high polys seems to go okey for me, but I have a hard time with controlling my normals when doing my low poly mesh.
Here I have a low poly model with some bevels on it. What I want to do (because of the bevel) is to force the normals marked red to be flat. I've successfully done so using the blend4web plugin. I also want to keep a sharp edge around the faces on the inside (marked green), now there's where things get tricky for me.
I have been searching around and the only way I found that works is to split the edges. Now I really don't want to do that since this is a problem that appears quite often and I want to keep my low polys as intact as I can.
I made an example in maya just to show you what I want. (This mesh is using the exact same topology and is all intact).