Suggesting to modify these widespread, popular, legacy formats is a non-starter in my opinion-- that would break legacy MD3 and GLM model compatibility as used by other games... (and not to mention every legacy exporter/importer for MD3 and GLM would also get broken). MD3 and GLM file formats both support custom vertex normals. Maybe in the future there could be a supplemental file format (*.TAN), that stores only the tangent-basis for an MD3 or GLM normal-mapped model, which Rend2 could use (if the *.TAN file was found in the model file's directory-- e.g., myModel.md3, myModel.glm, myModel.tan). But even this would be unnecessary as long as it is clearly documented on how normal maps should be created for OpenJK and Rend2. For now, the artists will need to be educated on what methods, procedures, and normal map baking tools and their settings (as stipulated by 3ds Max, Substance Designer, ZBrush, Blender, XNormal, etc., etc.) are required to properly bake normal maps for MD3 and GLM models so that they generate a compatible tangent-basis for use in the Rend2 Renderer. I am one that will have to educate myself on the proper normal-mapping and Physically-Based Rendering (PBR) workflows for 3ds Max and the OpenJK SP Rend2 Renderer (being developed in DFII and merged back into OpenJK Rend2 for others to use). I'm sure @@Psyk0Sith and @@AshuraDX could provide great links for this re-education... but here are a few I found: http://wiki.polycount.com/wiki/Normal_map http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Tangent_Basis https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit http://www.hard-light.net/wiki/index.php/PBR_Workflow#Albedo