Yeah, I guess about the limits of polys with the engine, so I get as base the number of polys of the original dwarf, that is 995 faces. My model have the same, In fact the base is the same than one of the Naglfar skins, so I guess won´t be any problem with it.
With the same model I did another texturing test, with a zombie dwarf; I did it so fast too, getting as base the model before, so don´t wait a so detailed model, until the weekend I won´t have long time to dedicate to it. Always when I play RPGs I wondering "why all the skeletons and zombies are just humans? must be some of the elfs and dwarves?"
I let you a render here:
I always will get as base the polys number of the original models, so about this won´t be any problem. I´m not worry about animation neither, won´t be so good as the original, because is Motion Capture, but can have a really good looking if we work good the animations. I´m downloading the old Max 2.5. that Sryml provided me to can check the original riggings and try to convert to the Blade format.
I can give you the 3D model without problem, but the question is, in which format? The texture of this dwarf is bigger than the originals, it is 2048x2048, really bigger, I don´t know if it will be a problem, but is so easy to reduce the size. When you say me the format of the model and the size of the texture, I will upload both to Mega to you can try it, but now is without any rigging, just the model stand there.
The thing you did using the NeverwinterNights models sounds amazing, I really want to try this Mod.
I had the idea to make horses to the characters can ride it, or even the enemies (an skeleton horse for the skeleton), but I want to find first if I can make the rigging for these characters more simple.
Also I saw three models that are in the game but I never saw it when I play: A dragon, a Salamander and a gargoyle. I guess they wanted to include it but they didn´t had time. Maybe we can use it into game too.