"Heroes" can be anything - a blue-haired archer, a dark-haired red-armored female Heavy Longswordsman, gimme ideas!
I already know what animations to use for Archers, Spearmen, and whatnot, all in high-quality! Coming soon from Civitar and... co? Nutty I guess.INSERT INTO ArtDefine_UnitInfos (Type, DamageStates, Formation) VALUES
('ART_DEF_UNIT_ELF_WARRIOR', 1, 'UnFormed');
INSERT INTO ArtDefine_UnitInfoMemberInfos (UnitInfoType, UnitMemberInfoType, NumMembers) VALUES
('ART_DEF_UNIT_ELF_WARRIOR', 'ART_DEF_UNIT_MEMBER_ELF_WARRIOR', 1),
('ART_DEF_UNIT_ELF_WARRIOR', 'ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V2', 1),
('ART_DEF_UNIT_ELF_WARRIOR', 'ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V3', 1);
INSERT INTO ArtDefine_UnitMemberInfos (Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag) VALUES
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR', 0.140000000596046, 'elf_warrior.fxsxml', 'CLOTH', 'FLESH'),
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V2', 0.140000000596046, 'elf_warrior_v2.fxsxml', 'CLOTH', 'FLESH'),
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V3', 0.140000000596046, 'elf_warrior_v3.fxsxml', 'CLOTH', 'FLESH');
INSERT INTO ArtDefine_UnitMemberCombats (UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasRefaceAfterCombat) VALUES
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1),
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V2', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1),
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V3', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1);
INSERT INTO ArtDefine_UnitMemberCombatWeapons (UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, WeaponTypeSoundOverrideTag, MissTargetSlopRadius) VALUES
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR', 0, 0, 0, 0, 'BLUNT', 'BLUNT', 0),
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', NULL, 10.0),
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V2', 0, 0, 0, 0, 'BLUNT', 'BLUNT', 0),
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V2', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', NULL, 10.0),
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V3', 0, 0, 0, 0, 'BLUNT', 'BLUNT', 0),
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V3', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', NULL, 10.0);
INSERT INTO ArtDefine_StrategicView (StrategicViewType, TileType, Asset) VALUES
('ART_DEF_UNIT_ELF_WARRIOR', 'Unit', 'sv_warrior.dds');

INSERT INTO ArtDefine_UnitInfos (Type, DamageStates, Formation) VALUES
('ART_DEF_UNIT_ELF_ARCHER', 1, 'UnFormed');
INSERT INTO ArtDefine_UnitInfoMemberInfos (UnitInfoType, UnitMemberInfoType, NumMembers) VALUES
('ART_DEF_UNIT_ELF_ARCHER', 'ART_DEF_UNIT_MEMBER_ELF_ARCHER', 1),
('ART_DEF_UNIT_ELF_ARCHER', 'ART_DEF_UNIT_MEMBER_ELF_ARCHER_V2', 1),
('ART_DEF_UNIT_ELF_ARCHER', 'ART_DEF_UNIT_MEMBER_ELF_ARCHER_V3', 1);
INSERT INTO ArtDefine_UnitMemberInfos (Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag) VALUES
('ART_DEF_UNIT_MEMBER_ELF_ARCHER', 0.140000000596046, 'elf_archer.fxsxml', 'CLOTH', 'FLESH'),
('ART_DEF_UNIT_MEMBER_ELF_ARCHER_V2', 0.140000000596046, 'elf_archer_v2.fxsxml', 'CLOTH', 'FLESH'),
('ART_DEF_UNIT_MEMBER_ELF_ARCHER_V3', 0.140000000596046, 'elf_archer_v3.fxsxml', 'CLOTH', 'FLESH');
INSERT INTO ArtDefine_UnitMemberCombats (UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasRefaceAfterCombat, HasShortRangedAttack, HasLongRangedAttack, ReformBeforeCombat) VALUES
('ART_DEF_UNIT_MEMBER_ELF_ARCHER', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 1, 1, 1),
('ART_DEF_UNIT_MEMBER_ELF_ARCHER_V2', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 1, 1, 1),
('ART_DEF_UNIT_MEMBER_ELF_ARCHER_V3', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 1, 1, 1);
INSERT INTO ArtDefine_UnitMemberCombatWeapons (UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, WeaponTypeSoundOverrideTag, MissTargetSlopRadius) VALUES
('ART_DEF_UNIT_MEMBER_ELF_ARCHER', 0, 0, 0, 0, 'ARROW', 'ARROW', 10.0),
('ART_DEF_UNIT_MEMBER_ELF_ARCHER', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', NULL, 10.0),
('ART_DEF_UNIT_MEMBER_ELF_ARCHER_V2', 0, 0, 0, 0, 'ARROW', 'ARROW', 10.0),
('ART_DEF_UNIT_MEMBER_ELF_ARCHER_V2', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', NULL, 10.0),
('ART_DEF_UNIT_MEMBER_ELF_ARCHER_V3', 0, 0, 0, 0, 'ARROW', 'ARROW', 10.0),
('ART_DEF_UNIT_MEMBER_ELF_ARCHER_V3', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', NULL, 10.0);
INSERT INTO ArtDefine_StrategicView (StrategicViewType, TileType, Asset) VALUES
('ART_DEF_UNIT_ELF_ARCHER', 'Unit', 'sv_archer.dds');

INSERT INTO ArtDefine_UnitInfos (Type, DamageStates, Formation) VALUES
('ART_DEF_UNIT_ELF_SPEARMAN', 1, 'UnFormed');
INSERT INTO ArtDefine_UnitInfoMemberInfos (UnitInfoType, UnitMemberInfoType, NumMembers) VALUES
('ART_DEF_UNIT_ELF_SPEARMAN', 'ART_DEF_UNIT_MEMBER_ELF_SPEARMAN', 1),
('ART_DEF_UNIT_ELF_SPEARMAN', 'ART_DEF_UNIT_MEMBER_ELF_SPEARMAN_V2', 1),
('ART_DEF_UNIT_ELF_SPEARMAN', 'ART_DEF_UNIT_MEMBER_ELF_SPEARMAN_V3', 1);
INSERT INTO ArtDefine_UnitMemberInfos (Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag) VALUES
('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN', 0.140000000596046, 'elf_spearman.fxsxml', 'CLOTH', 'FLESH'),
('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN_V2', 0.140000000596046, 'elf_spearman_v2.fxsxml', 'CLOTH', 'FLESH'),
('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN_V3', 0.140000000596046, 'elf_spearman_v3.fxsxml', 'ARMOR', 'ARMOR');
INSERT INTO ArtDefine_UnitMemberCombats (UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasRefaceAfterCombat, HasShortRangedAttack, HasLongRangedAttack, ReformBeforeCombat) VALUES
('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 0, 0, 0),
('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN_V2', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 0, 0, 0),
('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN_V3', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 0, 0, 0);
INSERT INTO ArtDefine_UnitMemberCombatWeapons (UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, WeaponTypeSoundOverrideTag, MissTargetSlopRadius) VALUES
('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN', 0, 0, 0, 0, 'BLUNT', 'BLUNT', 0),
('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', NULL, 10.0),
('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN_V2', 0, 0, 0, 0, 'BLUNT', 'BLUNT', 0),
('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN_V2', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', NULL, 10.0),
('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN_V3', 0, 0, 0, 0, 'BLUNT', 'BLUNT', 0),
('ART_DEF_UNIT_MEMBER_ELF_SPEARMAN_V3', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', NULL, 10.0);
INSERT INTO ArtDefine_StrategicView (StrategicViewType, TileType, Asset) VALUES
('ART_DEF_UNIT_ELF_SPEARMAN', 'Unit', 'sv_spearman.dds');
UPDATE Units SET UnitArtInfo = 'ART_DEF_UNIT_ELF_SPEARMAN' WHERE Type = 'UNIT_SPEARMAN';

I think you're going to really have fun when I get to making heroes...
INSERT INTO ArtDefine_UnitInfos (Type, DamageStates, Formation) VALUES
('ART_DEF_UNIT_ELF_SWORDSMAN', 1, 'UnFormed');
INSERT INTO ArtDefine_UnitInfoMemberInfos (UnitInfoType, UnitMemberInfoType, NumMembers) VALUES
('ART_DEF_UNIT_ELF_SWORDSMAN', 'ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN', 1),
('ART_DEF_UNIT_ELF_SWORDSMAN', 'ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN_V2', 1),
('ART_DEF_UNIT_ELF_SWORDSMAN', 'ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN_V3', 1);
INSERT INTO ArtDefine_UnitMemberInfos (Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag) VALUES
('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN', 0.140000000596046, 'elf_swordsman.fxsxml', 'CLOTH', 'CLOTH'),
('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN_V2', 0.140000000596046, 'elf_swordsman_v2.fxsxml', 'CLOTH', 'CLOTH'),
('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN_V3', 0.140000000596046, 'elf_swordsman_v3.fxsxml', 'ARMOR', 'ARMOR');
INSERT INTO ArtDefine_UnitMemberCombats (UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasRefaceAfterCombat, HasShortRangedAttack, HasLongRangedAttack, ReformBeforeCombat) VALUES
('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 0, 0, 0),
('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN_V2', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 0, 0, 0),
('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN_V3', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 0, 0, 0);
INSERT INTO ArtDefine_UnitMemberCombatWeapons (UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, WeaponTypeSoundOverrideTag, MissTargetSlopRadius) VALUES
('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN', 0, 0, 0, 0, 'METAL', 'SWORD', 0),
('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', NULL, 10.0),
('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN_V2', 0, 0, 0, 0, 'METAL', 'SWORD', 0),
('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN_V2', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', NULL, 10.0),
('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN_V3', 0, 0, 0, 0, 'METAL', 'SWORD', 0),
('ART_DEF_UNIT_MEMBER_ELF_SWORDSMAN_V3', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', NULL, 10.0);
INSERT INTO ArtDefine_StrategicView (StrategicViewType, TileType, Asset) VALUES
('ART_DEF_UNIT_ELF_SWORDSMAN', 'Unit', 'sv_swordsman');
UPDATE Units SET UnitArtInfo = 'ART_DEF_UNIT_ELF_SWORDSMAN' WHERE Type = 'UNIT_SWORDSMAN';
) and light-colored while the other more forest-dweller looking, with dark green and brown colors.Nope, your archers are awesome. I just need them a biiit differently.
One being all 'honorable looking' (very good description, isn't it?) and light-colored while the other more forest-dweller looking, with dark green and brown colors.
You can also pick between the different skins of these guys, rather than use all three or just the first one. So perhaps your honorable swordsman/spearman would be the one with the gold breastplate and blue sleeves...Fair enough!
It is way easier to change my team's color than to make you create a new model just for me.

to get these models or did I miss a DL? 

INSERT INTO ArtDefine_UnitInfos (Type, DamageStates, Formation) VALUES
('ART_DEF_UNIT_ELF_WORKER', 1, 'UnFormed');
INSERT INTO ArtDefine_UnitInfoMemberInfos (UnitInfoType, UnitMemberInfoType, NumMembers) VALUES
('ART_DEF_UNIT_ELF_WORKER', 'ART_DEF_UNIT_MEMBER_ELF_WORKER', 1);
INSERT INTO ArtDefine_UnitMemberInfos (Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag) VALUES
('ART_DEF_UNIT_MEMBER_ELF_WORKER', 0.140000000596046, 'elf_worker.fxsxml', 'CLOTH', 'FLESH');
INSERT INTO ArtDefine_UnitMemberCombats (UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasRefaceAfterCombat, HasShortRangedAttack, HasLongRangedAttack, ReformBeforeCombat) VALUES
('ART_DEF_UNIT_MEMBER_ELF_WORKER', 'Idle Death BombardDefend Run', NULL, NULL, NULL, 1, NULL, NULL, NULL);
INSERT INTO ArtDefine_StrategicView (StrategicViewType, TileType, Asset) VALUES
('ART_DEF_UNIT_ELF_WORKER', 'Unit', 'sv_worker.dds');
It can be robed or not, the Mage that you mention in the OP should be good too.
About the ship - it can be something like this.
). Below is a snapshot of the unit in-game (very similar to your concept art):