An important part of my technical plan was the optimisation of some of my imported models.
Using Zbrush's Dynamesh & ZRemeshing tools I was easily able to reduce the polycount of my meshes. After unwrapping in Maya, I used Substance Painter to bake the normals into the low poly mesh, so the models would look mostly the same. Here are some comparisons between different models with baked textures:
^For this Shiva model I made multiple versions since this model is used in two very different ways. From the screenshots below I concluded that I could use a much lower resolution for the statue up top since it's far away enough so that players won't be able to see the difference.
^Before
^After
I noticed in the memory profiler that some of the normals from the shiva statue were very large, so I reduced the max size in the import settings, after which no important details were lost. Along with deleting some other unused textures, this reduced the used memory by about .26 GB.
^Before
^After