Above is a non-surfaced render of the mesh in LightWave 3D *(top half of image)*, and in Poser *(bottom half of image)*. The lighting set up is very different between the two renders, and I forgot to turn down the specular highlights of the default Poser materials. But, I guess you can see that by using split vertices, you can pretty much guarantee that what you model in one application will produce predictable results in Poser. Since the actual mesh is very light *(only 1,775 polygons)* it will free up some memory for any texture images you need to use. Hope that these insights were a bit useful. :o) Cheers! M
Mind Over Matter
"If you don't mind, then it don't matter."