The texturing problem is because you have several settings adjusted to where they are fighting each other. In the material properties panel. You have the "color" set to one thing, then you are using a texture with a different color, and finally, you have the "ambient" and "emission" light turned up all the way which turns everything whitish.
Also, the textures for things like the hair, belt and pants have a light reflection painted into them, but you also have the "specular" setting turned all the way up. Specular makes a material shiny, so your texture's reflection is fighting against your specular setting. You should use either texture highlights or specular highlights, but not both. Attached is a picture with the settings adjusted as I would recommend. I'll send you the models in PM.
What you probably want to do with this model is use no texture for the solid color parts, and instead adjust the polygon color. Then turn the "emission" to 0, "ambient" to 0.6, and specular to around 0.5.
The eye size was just a UV scaling issue. (See picture)
The problem with the animation is simply that the skeleton and anchors are not set up properly. The position of the bones in the skeleton don't match the model's joints (See picture) and the anchor boxes are not covered with the proper materials so they aren't functioning. I believe you are supposed to cover an anchor box with the same unique material as it's bone.
Also, the textures for things like the hair, belt and pants have a light reflection painted into them, but you also have the "specular" setting turned all the way up. Specular makes a material shiny, so your texture's reflection is fighting against your specular setting. You should use either texture highlights or specular highlights, but not both. Attached is a picture with the settings adjusted as I would recommend. I'll send you the models in PM.
What you probably want to do with this model is use no texture for the solid color parts, and instead adjust the polygon color. Then turn the "emission" to 0, "ambient" to 0.6, and specular to around 0.5.
The eye size was just a UV scaling issue. (See picture)
The problem with the animation is simply that the skeleton and anchors are not set up properly. The position of the bones in the skeleton don't match the model's joints (See picture) and the anchor boxes are not covered with the proper materials so they aren't functioning. I believe you are supposed to cover an anchor box with the same unique material as it's bone.