Thanks for continuing the discussion, folks ^.^ Much appreciated.
So, this is just as an illustration of some of the things I've discussed but, because it's relevant now, I did also want to show folks something else.
I'm planning (hoping) in the near-ish future, to engage in some more in depth discussions and commentaries on composition, cinematography and choreography of small characters in game cut-scenes and sequences (Not unlike the break down for a certain Minthara scene that I conducted a while back), and the perils, pitfalls and considerations that need to be accounted for when designing such interpersonal scenes involving small characters. For the sake of those exercises, I'm going to be working with some models to give visual illustration to the points. I've been vaguely intending to wait until the related intimate scenes in the game returned, and could be worked through alongside the discussion, but I'd also rather not leave it too late, either... I'm sure you understand the dilemma.
However... relevant to this topic, here are the models I'm working with for now (I work in just the wire-frame, which I feel is clearer, but the other image uses a filled texture to give the models more body and presence, just for display). Now, I'm no artist, and my graphic design skills are limited, so please forgive the less than clean model builds here:
The important thing to note, that I wanted to draw attention to, was that these are not 'simply' scaled down humans; there are some subtle but important differences.
The human models in these images have proportions that are just about at human averages and norms:
The male is 185cm tall (~6'1”), and has a head-to-body ratio of
7.5.
The female is 178cm (~5'10”), and also has a head-to-body ratio of
7.5.
(For some quick background info: human head-to-body ratios range from ~7 to ~8, with 7.5 considered to be the golden standard/average.)
The halflings here are 91cm (f) and 92cm (m) respectively, which is just a hair under and just a hair over 3 feet exactly. Their head-to-body ratios are
6.5. This means that they have heads that are, comparative to their human counterparts, notably larger in relation to their bodies; they are large enough that they don't end up triggering any kind of 'tiny head' response visually when we look at them (which can be a problem with directly scaled down human models), but also not so large that they end up looking ungainly or bobble-headed either.
They also have subtle differences across the rest of the models: their torso and trunk region is just a little bit stockier than the human models, and their arms are thicker (1.15 ratio comparatively to the body), and also slightly shorter. This helps prevent their limbs seeming too impossibly scrawny to our eyes at the reduced scale (Another common problem with direct scaled models is limbs feeling too 'stick-like'), without overdoing it. Similarly, their legs have a subtle 1.10 ratio, up to 1.15 towards the ankles, giving them a more solid leg overall than the human counterparts. Their feet are slightly larger by ratio as well, to match this.
The end result is subtle unless you're looking for it, because they are the anatomical changes that would naturally exist in a creature of that size, compared to us humans – so you don't notice it too much, because the creatures simply look more 'normal' and 'realistic' with those tweaks.
Again, my model work is
not the most skilful – it's rough and just meant to serve as an illustration of what I feel a natural, good-looking proportion should be (It works best if you let your eye brush over them and get an impression, rather than focusing too much on the poorly blended details <.< >.>). Future threads about choreography will likely have me using these models, or tweaked versions of them, to illustrate and accompany my discussion ^.^