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.
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:
- Shape and edges: in the geometry.
- Material and wear: in tiling materials shared across many assets (see tileable materials).
- Small details such as panel lines, bolts and labels: from trim sheets, decals and mesh decals.
#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.
#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
- · Creating Assets Within the Mid-Poly Workflow in UE5 · 80 Level · article · accessed 2026-10-21
- · Quarry Bank Mill 3D #08 The mid-poly workflow · ArtStation blog, 2020 · article · accessed 2026-10-21
- · Star Citizen...The Gladiator...ART DUMP · Polycount forum · forum · accessed 2026-10-21
- · Weighted Normals (Mid Poly) Workflow Clarification? · Polycount forum · forum · accessed 2026-10-21
- · I need some advice · Polycount forum, 2023 · forum · accessed 2026-10-21
- · The Ultimate Trim: Texturing Techniques of Sunset Overdrive · GDC Vault, 2015 · talk · accessed 2026-10-21
- · The 'ultimate trim' technique from Sunset Overdrive · Polycount forum, 2015 · forum · accessed 2026-10-21
- · Designing Environments for DOOM Eternal · 80 Level · article · accessed 2026-10-21
- · How to Create a Detailed Large-Scale Scene with Rich Props & Assets in Unreal Engine · 80 Level · article · accessed 2026-10-21
- · Working on Modular Sci-Fi Environments in Blender and UE4 · 80 Level, 2020 · article · accessed 2026-10-21
- · Sci-Fi Game Environment in Blender & UE4 · FlippedNormals · course · accessed 2026-10-21
- · Leveraging Multiple Workflows · ArtStation blog, 2019 · article · accessed 2026-10-21
- · There's a thing I dont quite get about weighted normals. · Polycount forum, 2019 · forum · accessed 2026-10-21
Pages that link here
- How to use this handbook Guide
- The game asset pipeline Topic
- Ways to build a 3D model Overview
- Subdivision surface modeling Topic
- CAD and NURBS modeling for games Topic
- Edge ring Key term
- Hard-surface modeling Topic
- Bevel shaders Key term
- Weighted (custom) normals Topic
- Floaters Key term
- The high-to-low workflow Topic
- Kitbashing Topic
- Ways to texture an environment Overview
- Trim sheets Topic
- Mesh decals Topic
- Exercise: your first game-ready prop Exercise
- Game art breakdowns: a curated library Reference
Last updated 2026-10-22