I tried to make a model with not too many polygons, like the ones we see made for videogames, where they look realistic, but in fact are made with a small amount of polygons. And when you see their wireframe, the polygons are very smoothed out, and the shading without the material applied looks smooth as well. Like this example:
As opposed to my model, where you can clearly see each and every one of the faces it is created with.
Every face reacts to the lighting individually, instead of “spreading out” the light and shadow making it look smooth.
How can I achieve this? What have I done wrong? Of course, my model has way more topology than the example I gave, which, in my head it would make more sense if my model looked smooth and the lower poly model’s shading looked more blocky. But clearly that is not the case.
So what am I doing wrong? Is there an extra step I need to take?