I plan to create 256x256 textures for angles around an object based on the render produced by Blender, so that it looks exactly as the render does, about 8 textures per frame (covering a horizontal angle each, ignoring vertical angles, for example, only covering front, back, left and right sides, etc.).
Render to texture from Blender to irrlicht, irrEdit(only 1 angle, the front):
https://youtu.be/kc_2WvQxQlI
Finally I'm going to add a transition effect between the frames using low resolution renders and SSE2.
I will render a frame and not show it, I will render the next frame and not show it either, I will make a transition between the first frame and the second frame of about 4 or 8 frames, interpolating its opacity as a linear mix... this way I will always have 1 frame delayed but I would have a smooth transition, realistic graphics with a retro style, with a trilinear filter that softens the pixelization.
I don't know if you can interpolate similar to a transition without having to resort to sse2, with the d3d9 or opengl pipeline, in irrlicht.
I think that with this method I could get these graphics, in realtime in irrlicht, in a low-end computer running very well, in high FPS:

(It's an old render that I made in Blender, I lowered the resolution and scaled it with a bilinear filter, similar to what I would do in irrlicht).
In modern versions of Blender you can create a bake based on the camera angle, that is, how the camera sees it, it looks the same as the render... the problem arises if you see the static texture from another angle, it loses realism, so having the model rendered from various angles solves this problem.
Maybe irrlicht already makes optimizations to load the texture in a compressed manner in vram, I don't know, whatever the case may be, what I'm looking for is that, saving space in vram, but it may not be necessary since 256x256 textures weigh very little...



