Elvis, try to optimize your scene, (I know from experience that it's usually easier to say it than to do it, but...) One of the things that sucks memory as crazy are the textures, try to lower its resolution depending of its relevance on the scene aka if your are rendering a final 3000x1500 render, any texture above that res is almost useless, objects far away can do with 1/4th that res, and so on. Also the back plate if your using enviroment lighting might be reduced. You can crunch lots of polys with low impact on memory, but be aware of film size, cause sometimes it eats lots of memory. Also pack your textures if possible or use a greyscale as a floatimage instead of color ones when only one color is present and mix it with a node.
With this new gpu rendering generation, we are going to learn again how to optimize our scenes, one thing I thought was long gone since I got my 12gb of ram

. But I think is worth it, and in a few years we'll have gpu's as capable to handle large scenes as current cpu+ram solution.