I am still quite unsure about a lot of things, the model I work on will be imported into the unreal engine so it shouldn't have too many faces/tris, but I encounter a problem here...
This is how my model looks flat shaded, it has been subdivided two times at this point and has around 6000 faces.
But now, when I select smooth shading, the whole model looks bulky, I considered subdividing it once more which would make it look smooth but then it would be up at 52000 tris, which I think would be too much.
When I bake a normal map off a high poly version of the mesh and apply it, would it hide the bulkyness? Or is there a way to only subdivide certain parts of the mesh to avoid senseless masses of faces on toes and tail?