Every polygon in a mesh entails a rendering performance hit insofar as a GPU needs time to process and render each polygon. Consequently, it's sensible to minimize the number of a polygons in a mesh, even though modern graphics hardware is adept at working with many polygons. It's a good practice to minimize polygons wherever possible and to the degree that it doesn't detract from your central artistic vision and style:
There are many techniques available to reduce polygon counts. Most 3D applications (such as 3Ds Max, Maya, and Blender) offer automated ...