If high poly stuff is a problem, you could use polydraw to make a lower poly version of whatever you're wanting to import. It helps out a lot, and it isn't that difficult once you actually start doing it.
Oh yeah, I just didn't know how to quickly optimize models very well back then without relying on pro-op. We also didn't have the tristripper, so that made the poly count even more limited. :c
I wouldn't use polydraw for something like optimizing a pre-made model though, that would be much more work in the long run. You'd have to not only completely remake the topology but also remake the UVs to match the existing texture, unless you intend to make your own texture in which case that would just add more work to the process. Might as well make your own custom model at that point, would be much more fun.
For example I'd use something like polydraw if I wanted to make a low poly version of a mesh sculpted in zbrush, which would be unimaginably high poly, so I could project the high poly mesh onto the low poly one as a normal map. No UV/texture preservation involved and the topology would need to be remade anyway for good lighting and rigging in a game engine.
Converting to quads and deleting line loops and retopologizing when necessary while preserving the UVs as much as you can is the way I do it now, but to each their own.
googles super sonico
expects something sonic related
gets slapped with hentai
geez...
rookie mistake, shoulda trusted the linked image
I voted Ikaros.
good, I see you have your priorities straight