Originally Posted by
Vikus van de Merwe
Clipping is one of the hardest issues to avoid and fixing these problems is very annoying work. We try to avoid clipping where we can but the engine isn't made for physicalized model collision. Even in vanilla units there's clipping visible sometimes. In some cases our unit models are more complex than the vanilla assets (e.g. the Fountain Guard's long black cloak) and it gets even more difficult to make sure that the models aren't clipping with anything else.
We're aware of clipping issues, but to make it look 100% correct in every movement and position (!) is sometimes a nearly impossible task. That's because some models doesn't really fit into the vanilla model design (for example, in the vanilla game there exist no cloaks which are that long that they nearly touch the ground). That's because of the reason that it would cause clipping. So there's always the struggle between a good looking design and the usability in the game engine. However, mostly we choose the good looking design way (e.g. we could have shortened the Fountain Guard's cloak, but that would have looked awful). As a compromise we have to accept the fact that there might occure clipping in some areas.