It's the little details...
Knock Knock.
Who’s there?
Charr bomb.
Charr bomb who?
Charr bomb you!
http://tvtropes.org/pmwiki/pmwiki.php/Main/TheLawOfConservationOfDetail
This is why, TC. Just read for a bit.
Current characters: Mistress Viridi (Elementalist), Pigeon Opener (Engineer).
3DS Friend Code: 0903-2770-3378. Mail me in-game if you add me!
You know I have always wondered….
I think they get the models that detailed by first creating a massive model of it first and make it as detailed as possible and then shrinking it so that the polygons mesh with eachother and create a surface that one would consider realistic.
Thats how i usually do it too if i make my models (hobby z brush artist.. nuff said). I work a lot of details with sculps and other techniques into a simple mesh and export it then to topogun (a piece of standalone software) to turn it into a low poly mesh.. while i export another high poly model to 3ds and bake normal, bump and if needed also glowmaps of the high poly mesh that match up mapping wise with the low poly mesh.. the outcome allows pretty nifty textures that give quite some 3d illusion in the right (game) engine without much texture work actually.
Finished base mesh rendered in 3ds:
https://imagizer.imageshack.us/v2/677x508q90/708/3tgd.jpg
Finished textured model : https://imagizer.imageshack.us/v2/508x508q90/856/rtr7.png
Best example i got atm in my pictures lol… but should do it id say…whole model including textures got not even 1 mb thanks to this technique…pretty sure the art team does it like that too.. or similar..dunno XD