After Final Fantasy 12, Square fully adopted their Active battle system. And alot of focus was put around having seamless battle transitions.
Previously they would have two models, lowpoly and hipoly models
when walking in the world map the game would use the lowpoly models. Then in a battle squence they would use the hipoly models.
But with their new seamless system there was no more room for lowpoly/hipoly
Typically everything is lowpoly, and anything else is just pre-rendered video...
So on a technical note all the FF13 models are usable.. there just current gen models.. and wii is a last generation console.. it can't mimic the complex shader system used in square's crystal engine.
Also on a different note, I applied the emboss mapping to rayne
the only problem is the vertex normals, which I'm still investigating..
in the brawlbox previewer they look perfectly fine. But ingame, that seems not to be the case especially when using any reflection or environment shaders
I plan to import the normals into 3dsmax, but jax said the normals from a OBJ export will be different.. so I gotta import the obj then reapply the vertex normals directly from the normal buffer.. by having full control I'll be able to better understand whats happening with the light.
...just too lazy to code that up right now