It depends a bit on your intended use, but the polycount seems high for what you have. The various handholds should be based on 4-sided cylinders, while various surface details can be handled in the normal map.
You should let your normal maps do the work for you. You have a ton of geo in places that would read fine as normal maps. All those panels on the side, the window trim, and if you wanted the lights in the front. You could easily cut this down to like 5000 tris and retain nearly the same visual quality.
The guys above me have the right idea here, there are details here that should be left for the normal map, but I would be careful with over optimisation, instead look to place geometry where it will have the most impact. There are very obviously 6 sided cylinders and extremely blocky looking wires hanging in the lowpoly. Saving triangles elsewhere and adding them back to refine these details will aid the piece greatly. Also looking at the front wireframe I can say you want to avoid long, thin fanning triangles like that, the few triangles you save by optimising geometry like this is not worth it, geometry like that is hell when it comes to render time for the engine
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