I have a mesh (a rock wall) that I would like to split into pieces and export each piece for a game engine. The mesh has a smooth, undulating surface and when all the sections are merged into a single mesh, it looks the way I want it to. However, when I split the mesh into pieces, Blender recalculates the normals along the edges causing a very visible change in shading.
I would like Bender to leave the normals alone, or maybe give me some way to edit the normals manually. Can I do this?