Great work!
I don't understand your reasoning for using ResidualVM for Blade Runner... you won't get any better quality in the in-game models with a hardware renderer.
Westwood used voxel graphics with the Blade Runner models. Essentially, these are models projected into a 3D space. Imagine creating a car out of lego blocks, like this:
http://www.bilderzucht.de/blog/wp-conte ... terial.jpg
These are voxels. There are algorithms to make them look a bit better using antialiasing techniques, but IMHO don't expect anything really noticeable.
Check this wikipedia article:
http://en.wikipedia.org/wiki/Blade_Runn ... evelopment
...on voxels (pixels with width, height and depth)...
Instead of just having one voxel, dozens of rotating voxels were used in the shape and depth of the actual polygon model data, making it true real-time 3D without requiring 3D hardware. In layman's terms, it was piecing together flat "picture panels", and then rotating and positioning them in 3D-space, thereby giving the illusion of a 3D object
Here's an explanation on what voxel graphics are:
http://en.wikipedia.org/wiki/Voxel
And here's a comparison between voxels and vertices:
http://www.gamersnexus.net/gg/762-voxel ... s-in-games
So, IMHO, there won't be much benefit with the usage of the 3D functions of ResidualVM in this game.