Let me explain how something works, OP: Models for characters generally get made on PC at very high poly counts that make them impractical to ever use in real time. They may still wind up in prerendered cutscenes, but they'll always, always get downgraded for the actual game because it's easier to go from high detail to lower detail than the other way around, especially when very high detail versions are needed for other purposes. The fact that very high quality models exist does not mean they have to be somewhere on disc in the fucking PS3 version of the game.
You are on some sort of weird delusional downgrade crusade here and every post you make reveals how little you understand.
The thread is for discussion on how SE went from these models to those other models. Its not really a definitive question, but a discussion on something no one really knows for sure.
My view is that those models were in the game(they are like for like scenes of actual scenes in the game) and were simplified for some reason(that i am guessing was because of SE's development practices and having to account for suddenly making two sku's hence the 360 gets the worse port. And hence explaining my reasoning. Whether or not you disagree should be done without biting, this is a discussion.
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If you went about comparing dynamic object polycouns in similar genres between the two consoles, I suspect you probably wouldn't find all that big of an advantage either way. ND's LOD0 models edge out those in Gears? Halo Reach's LOD0 models tend to have like twice as many polygons as those in KZ3. Etc.
The situations those are used at are finicky though, level 0 models. I'm just talking about what we see in game most of the time. The fidelity on screen is usually going to be higher, on the PS3, and so that would translate to the project based on the cell like FF13 pre multi decision