Tiles, you are correct, it was vertex normals. I kind of did ignore your first post, because the example you showed was on a flat surface. I was wrong. This Vertex Normals helps me a lot. I was able to change my shading the way I wanted.
The difficult part is once you have so many verts, and you need to adjust shading on those, it can become a nightmare, but it did work. Thanks for that.
Now, the problem is when I detach something from the main part. It seems the detached vert normals are in a different location then the original vert normals and the shading changes. When I turned on vertex normals for the detached item, I noticed I had 2 verts in each location (which makes sense), but what did not make sense was the vertes normal line was a bit in a different location. This is tricky. As of now I manually copy normals from one to the other after detachment. Lots of work, but it works.
But anyway, thanks guys for the help. I think I got it from here.
darthviper107, I am understanding you, but in my case I have tons of sticking out parts and flanges. It’s not possible to flow every edge through that. I would have to have 1000 edges in the cylinder to get each correct. On top of that I noticed every time I move an edge like you do, I see that in my game engine after zoom in. So it’ s a game of compromise. So I prefer to keep them spaced out even and work with vertex normals. But I do like your work.
I will post this once I finish the entire thing.