What do you mean? Both C4D's and Blender's normals are pointing in the same 
direction. Not sure how much vertex normals affect this, but I'm not aware of 
any way to check vertex normals in C4D.
Could it be that Cinema4D is using Phong-Shading and Blender is using 
Gouraud-Shading?

> Date: Thu, 16 Jun 2011 16:53:36 -0500
> From: xgl.asyl...@gmail.com
> To: bf-committers@blender.org
> Subject: Re: [Bf-committers] Smooth shading could be better (compared to C4D)
> 
> We'd also need to know if normals are coming over with the .obj or are
> they being calculated once inside Blender?
> 
> On Thu, Jun 16, 2011 at 3:54 PM, Tom M <letter...@gmail.com> wrote:
> > would be good to provide a few screenshots so people can see what
> > blender does and what you would like it to do.
> >
> > LetterRip
> >
> > On Thu, Jun 16, 2011 at 12:16 PM, Andreas Galster
> > <andreas_gals...@hotmail.de> wrote:
> >>
> >> Today I received a model as an .obj file from Cinema4D to continue working 
> >> on it, while my workmate is on vacation. It turned out that the smooth 
> >> shading in Blender highlights/shows shading artifacts due to toplogy (like 
> >> poles) a lot more than Cinema4D does.
> >> Also beveled edges and corners are displayed a lot smoother in C4D. Maybe 
> >> someone can look into this?
> >>
> >> Kind regards,
> >> Andreas Galster
> >>
> >> _______________________________________________
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> >> http://lists.blender.org/mailman/listinfo/bf-committers
> >>
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