Maps vs high poly count

Hi everyone I am just getting into creating models and a question came up

When should one use normal maps and ambient occlusion maps instead of a high polygon mesh

Hi Gogata,

This is a very subjective topic actually and the answer is simply that is depends on what your end goal is.

While polycount is not as extreme a concern as it was in years or decades past, it still comes down to optimization. If you can get away with using a normal map and the get the same level of detail that you would with a high poly model then it’s always better to go with the lower poly and use the normal map.

It’s just a matter of finding the balance between the two that meet your quality needs. If you’re developing for mobile, then using a lower poly count is almost required. If you’re going for PC or console release then you can get away with more.

Epic has put out a lot of free content that is Tripple A quality content. My suggestion would be to take a look at those scenes that are setup and compare the mesh vs the normal maps and materials. A good material on a mesh can add a lot of detail to your low to mid poly mesh.

Some things that you’ll also run into with higher poly assets rather than a lower poly that uses a normal map is aliasing.

While anti-aliasing techniques can help reduce this, a normal map can eliminate this all together by not having to worry about actual geometry.

I hope this helps.

Tim