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That said, baking a normal map from a high poly mesh is a really good way of adding detail to a model.
By the way, how do I count vertex count with all smoothing groups and uv splits? Because Max don't show that statistic.
And how would you make LOD version? Still save bevel, or delete one of its edges?
Not sure about the vertex count, I don't use 3ds max.
For the LOD, not using a bevel would probably be the best option, since you primarily want the polycount down. I'd suggest keeping a working copy of the mesh without the bevels, since they're pretty hard to revert.