As said before, there is currently no one coordinating anything for a cinematic, so i can only talk about ingame stuff for iris itself.
For models to be used in iris we need the ogre.mesh (and .material) format, we cannot load .3ds directly. (models.uim format and granny can be loaded but both have too few material options)
Also please try to keep the polygon count low, otherwise fps will drop immensely.
MODELS for small plants are not needed, we need SHADERS for those things, otherwise we would have far too many polygons, and fps would drop immensely,
just look at this here, these flowers aren't individual models :
http://ogre3d.org/index.php?set_albumNa ... _album.php
We already have enough models for now, as we can load granny models for monsters,characters, weapons and items from the original UO-Data (aos)
and we have most statics (walls, tables,...) from the models that have already been made for the old iris, so there is no urgent need for them in iris2, although in the long run it would sure be nice to replace all granny models from uo with free content, so they can be altered, but thats a lot of work, and should be done in a roughly uniform style, mixing comic style character models with highly realistic ones doesn't look so good i think.
Although we are happy if we get models we can use for iris,
what we really need at the moment is not models,
but SHADERS, especially for water and grass,
and BUMPMAPS for the existing uo wall textures.
EDIT : instead of bumpmaps, normalmaps would be even better, but normalmaps should do for now =)