Jotisz, that look very good in my opinion.
You know, there's still a possibility to add very detailed models to the game, yet it will make the very idea of 3d as technology on FOnline engine obsolete.
1. Make a high-poly model and animate it.
2. Render the images from different perspectives with a shader and dithering you desire.
3. Create a batch (most simple method - autoclicker recording) for setting up the palette and alpha layer.
4. Create 6 batches for importing render images into Frame Animator and adjust the offsets for each direction.
From that point on, you'll have a automatic routine for rendering a certain type of 3d model into frames.
The drawbacks of this method is that it overthrows the work of some people here - first, second - it's a completely new approach and perhaps doesn't fit with the agenda of the developers according the introducion of 3d, tertiar - the whole process is very rigid and depends on every single process. (one must create new batches for different creatures and in case of autoclicker: position the windows accordingly)
And the final catch is - the creator of these frames will hold the absolute monopoly on his work, he won't be able to share work with the community just because of technological aspect of uniquity of his batch setup.
He will be only able to receive content, like weapons, skins, models from others, unless he share his batch file, positioning of windows on his workspace and all the other small adjustments of his 3d package and picture editor.
Yet, in my humble opinion, it IS in a farsight a more simpler approach for the "falloutish" looks of models and implementation in different revisions. Depends who's going to start it and how it will be received.