The 3D Handbook
Topic

The mid-poly workflow

Building one moderately dense mesh with real bevels and weighted normals, textured with shared tiling materials, trims and decals instead of a unique high-to-low bake.

modelinghard-surfaceworkflowmid-polytrims

The mid-poly workflow builds each hard-surface asset as one mesh with real bevels on its edges, shaded with weighted (custom) normals, and textured with shared tiling materials, trim sheets and decals. There is no separate high poly and usually no unique bake. Its main advantage, in the words of one lead artist: "we do not build the same mesh twice – high poly and low poly" (80 Level: Creating Assets Within the Mid-Poly Workflow…).

#What "mid" means

The mesh sits between a classic low poly (minimal, with detail baked into a normal map) and a high poly (dense, smooth, only used for baking). It carries real, low-segment bevels on every visible edge, so it has more triangles than a low poly. But it needs no support loops and is far lighter than a high poly. Patscheider describes it as one detailed model instead of separate high and low meshes, relying on bevels and weighted normals (ArtStation blog: Quarry Bank Mill 3D #08 The mid-poly workflow).

Detail is split three ways:

A practice piece that uses all three layers: 13,456 triangles with real bevels and weighted normals, a 1024 px trim tile, small 1024 px bakes for a few parts, and 512 px decals. Switch to wireframe in Sketchfab's model inspector to see how the bevels are built into the mesh itself.kumabeer, via Sketchfab
Two pipelines. High-to-low: high poly, low poly with unique UVs, bake normal, AO and curvature, texture one unique set. Mid-poly: one mesh with real bevels, weighted normals, reusable UVs, shared materials and decals; the first two boxes are highlighted.
Mid-poly moves detail out of per-asset textures and into geometry plus shared textures.Diagram by the handbook author

#Why studios use it

Scale. On Star Citizen, a ship was "simply far too big to be custom baked and still retain decent texture resolution", so the team used edge loops, custom vertex normals, tiling textures and decals (Polycount forum: Star Citizen...The Gladiator...ART DUMP). A unique bake spreads one texture over the whole object; tiling textures keep their density however large the object is (see texel density).

Iteration. Angelic's team says geometry changes and feedback no longer mean re-making low and high poly meshes and re-baking, leaving more time for materials (80 Level: Creating Assets Within the Mid-Poly Workflow…). Patscheider makes the same point about easier iteration (ArtStation blog: Quarry Bank Mill 3D #08 The mid-poly workflow).

UV freedom. With no unique normal map, you do not have to split UVs at every hard edge. Angelic gets more connected UV shells "as we don't have to split every 90° angle in a mesh", which means less padding and higher texel density (80 Level: Creating Assets Within the Mid-Poly Workflow…).

Reuse. The same trim sheet and tiling materials texture a whole kit. That fits modular kits well (ArtStation blog: Quarry Bank Mill 3D #08 The mid-poly workflow).

#Budgets

Mid-poly assets cost more triangles than baked low polys because every visible edge is bevelled. One Polycount reply warns that a weighted-normal mesh "may ouput high triangle counts" depending on complexity, and suggests culling hidden faces and optimising topology (Polycount forum: Weighted Normals (Mid Poly) Workflow…). None of the studio sources gives standard triangle targets. Set your own per asset class with your team, and check them with polygon and triangle budgets and level of detail in mind.

What you save is texture memory and unique bakes. A trim sheet and a handful of tiling materials can serve dozens of assets.

A small prop the artist describes as "Middle Poly with Weighted Normals", made in 3ds Max with a 2048 px texture set plus a separate 128 px set for bolt decals. At about 3,200 faces it shows that mid-poly does not have to mean heavy; inspect the wireframe to see where the triangles went.inuhitman, via Sketchfab
Chris Sweetwood built this dresser from one simple trim sheet, then reused the same sheet for tables, nightstands and other furniture. Look at how each drawer front and moulding is mapped to a strip of the same texture.Chris Sweetwood, via Sketchfab

#Who uses it

#Pros and cons vs. high-to-low

Mid-poly High-to-low
Meshes to build One Two (plus cage)
Changing the shape Edit and re-export Edit both, re-bake
Edge quality up close Real geometry, no texture pixels Limited by normal map resolution (ArtStation blog)
Triangle count Higher Lower
Texture memory Shared materials and trims Unique set per asset
Unique detail (dents, sculpted damage) Hard; needs decals or extra geometry Easy: it is in the bake
Best for Large and modular assets (ArtStation blog) Small hero props, varied materials, organic shapes

#Further reading and watching

References

  1. Malte Resenberger-Loosmann · Creating Assets Within the Mid-Poly Workflow in UE5 · 80 Level · article · accessed 2026-10-21
  2. Matthias Patscheider · Quarry Bank Mill 3D #08 The mid-poly workflow · ArtStation blog, 2020 · article · accessed 2026-10-21
  3. Trevelyan and others · Star Citizen...The Gladiator...ART DUMP · Polycount forum · forum · accessed 2026-10-21
  4. amankart, sacboi · Weighted Normals (Mid Poly) Workflow Clarification? · Polycount forum · forum · accessed 2026-10-21
  5. Devickpi23, poopipe, ThisisVictoriaZ · I need some advice · Polycount forum, 2023 · forum · accessed 2026-10-21
  6. Morten Olsen (Insomniac Games) · The Ultimate Trim: Texturing Techniques of Sunset Overdrive · GDC Vault, 2015 · talk · accessed 2026-10-21
  7. dzibarik and others · The 'ultimate trim' technique from Sunset Overdrive · Polycount forum, 2015 · forum · accessed 2026-10-21
  8. Chase Long (interviewed by Arti Sergeev) · Designing Environments for DOOM Eternal · 80 Level · article · accessed 2026-10-21
  9. Jessica Canales (interviewed by Gloria Levine) · How to Create a Detailed Large-Scale Scene with Rich Props & Assets in Unreal Engine · 80 Level · article · accessed 2026-10-21
  10. François Larrieu (interviewed by Ellie Harisova) · Working on Modular Sci-Fi Environments in Blender and UE4 · 80 Level, 2020 · article · accessed 2026-10-21
  11. FlippedNormals marketplace listing · Sci-Fi Game Environment in Blender & UE4 · FlippedNormals · course · accessed 2026-10-21
  12. Matthew Murchison · Leveraging Multiple Workflows · ArtStation blog, 2019 · article · accessed 2026-10-21
  13. HammerB, scgstudio and others · There's a thing I dont quite get about weighted normals. · Polycount forum, 2019 · forum · accessed 2026-10-21

Last updated 2026-10-22