Back in the day, when I were a lad,
actually, when I was a bit older, when I was a lad ACSII art was how we created graphics.
The number of tris, was a major consideration in the earlier days of modern 3d graphics,
but with the technology today, it is not so much of a consideration to aim for, as low as possible number of tris.
The acceptable number of tris in my opinion is as low as you are willing to go, without losing the desired shapes and detail.
I would say however, if you are developing a game, and wish to distribute it to as many game players as possible,
Consider how many assets are in the scene,
if your game is a tank battle game, featuring only 2 tanks, and not a lot else,
then think an acceptable amount as mentioned.
Then you will also need to think about who will be playing your game, and the hardware of those players.
If you develop a game on your top tech hardware machine, and it works well, it might not work on a machine with less capable hardware.
This is why today, the number of tris is considered. Games are usually designed and built using powerful hardware, then tested on much less powerful hardware. Developing games for Xbox or Playstation is much easier as the hardware for each player is basically the same.
Game development companies will consider, and decide on a target number of tris for each model in the ‘game design document’, which is produced during pre-production.
So, in conclusion,
There is much more to consider than one asset at a time as you are modeling each one, and pre-production is vital to producing a successful game.
However, if its just for you and a couple of mates, then you can play around and make any changes on the fly.
Happy Blending!