Apologies for the double post, but I have an update on Kitsunoh!
First things first, I probably should have asked permission first, but I sketched up my own model sheet to work from. The reason for this is that I love the streamlined, swooshy feeling in Arkeis's sprites (and Quanyalis's avatar!) and really wanted my model to capture that. The other reason is that I was a little iffy on the limb anatomy in the model sheet at the start of the thread, particularly in the joint areas--I couldn't quite work out how they'd be rigged. And even though I will probably not be the one rigging this guy, I still like to approach my models with a rig-friendly mindset.
But again, I'll try not to get ahead of myself next time.
Anyways, on to the model! The head might be too large and the neck not quite long enough, but other than that, I'm happy with the topology for the most part. (The ears are also pretty big, which I kinda like, but I can understand if people want me to change it.) I just have the tail, tufts, and side masks left. Currently 4170 triangles:
I modeled edge loops for the eyes with the intent to make sunken eye holes (with the glowy pupils hovering inside) but I'm not totally sure I want to do that, so right now the mask is still smooth with no eye holes. But I can add them if that seems like a good idea. Otherwise, the eyes can just be a flat texture.
Oh, and for the mist on the paws... I was thinking about attempting the method that the 3DS games use for fire types? With the perpendicular planes and the alpha mask UV offset (I've been playing around with Charizard's XY model, trying to figure out how it works.) But, full disclosure, I'm not sure if I'll be able to pull it off. I'll certainly give it my best effort though!