Heavy performance hit using created meshes

I have a bunch of assets I’ve lovingly created using prims which I know isn’t a great idea but I’ve spent a lot of time / effort on them now. One has 1.3 million triangles!

Is there anyway I can reduce this to a level that the can be more easily processed as the hit on game performance is predictably pretty grim?

Thanks

Ray

You should retopo the areas that are really dense, but also you should divide parts into seperate meshes because lighting will not be very accurate, from my experience, on something that size and shape.

Idk if there is a way to export those to blender or maya, but you probably need to if they are the actual cause of the lag.

Thanks! What do you mean by “retopo” I have exported this as an fbx then re-imported to see if there was any difference but no change. The pic is of the re-imported mesh without texture. Intending to get Blender today though I’m a noob so that will be a learning curve!

I’ll let you know how it goes

Ray