Some general mumblings first:
This is all very, very well done, although I have one minor complaint: the texture you have used for the ceiling does IMO not fit in. The overall scene is much to tidy to have such a run-down ceiling. If this is intentional however, I suggest using a larger texture that does not repeat so often...
Another thing: I can't quite figure out what is in the swimming pool...
And now to your questions:
I think that realistic BGs demand realistic characters. Just look at Monkey Island:
Part 1 had quite realistic looking BGs and so the characters were not very cartoony.
Part 2 became cartoonier and so some of the characters began to look goofier, too
Part 3 then went far beyond realsim with the BGs and so the characters changed accordingly.
I guess the best characters to fit in that kind of scenes would look somewhat like HL or CS models...
About the "Lucas Arts feel" I'd say that it's hard to achieve with that kind of BG, since all the classic Lucas games had pixel BGs... but adventure-technical I'd say wide but not too wide opening angles and rather unspectacular (flat) perspectives allow the characters to fit in best.
This is all very, very well done, although I have one minor complaint: the texture you have used for the ceiling does IMO not fit in. The overall scene is much to tidy to have such a run-down ceiling. If this is intentional however, I suggest using a larger texture that does not repeat so often...
Another thing: I can't quite figure out what is in the swimming pool...
And now to your questions:
I think that realistic BGs demand realistic characters. Just look at Monkey Island:
Part 1 had quite realistic looking BGs and so the characters were not very cartoony.
Part 2 became cartoonier and so some of the characters began to look goofier, too
Part 3 then went far beyond realsim with the BGs and so the characters changed accordingly.
I guess the best characters to fit in that kind of scenes would look somewhat like HL or CS models...
About the "Lucas Arts feel" I'd say that it's hard to achieve with that kind of BG, since all the classic Lucas games had pixel BGs... but adventure-technical I'd say wide but not too wide opening angles and rather unspectacular (flat) perspectives allow the characters to fit in best.