Well no, what you need to do is make sure the smoothing group for the mesh is correct and that the material Normal doesn’t somehow change that mesh information (on that note, you also need to make sure the mesh normals you define on the DCC end up making it into the engine after import).
There is no real reason that geometry that is say an hexagon has to look like an hexagon when the smoothing group on the mesh is exported correctly (meanong that it can look like a round piece) - naturally, if you can afford it you would double up the geometry as well, but this isn’t a requirement.
The other thing you can do is to just make geometry that is much more dense and detailed, and bake the normal map into the less complex geometry - because again all we care about for the light to work in engine is what the final normals look like.
Don’t know if this is any good, but it is the name of the process you want to follow along for info on making things less expensive but still good looking.
Bake Normal maps from high res to low res.
PS: I think the light looks much better, but you should never have more than one directional light in a scene.