I create an object in 3ds max, then I export it to .obj, then convert it to .gltf using three.js editor, and finally I draco compress it.
When I load it in my three.js scene, some faces seem to not have proper lighting (I use standard material) and if I make the vertex normals visible, it seems that a normals averaging (?) is happening through this whole process. Note that the vertices of interest have 2 normals each beforehand.
How can I fix this?
WebGL vertices can only have one normal each. If you want a vertex to have two normals, it's going to have to be two separate vertices occupying the same position.
Normally the GLTF exporter would take care of this for you, but somewhere along the multi-step process of converting OBJ
-> Three.js
-> GLTF
-> DRACO
, your vertices are getting merged and averaged. I recommend two options: