HowTo handle/create voxeled NPC's/characters in a voxel world?

I wan’t to know how to handle/create NPC’s/characters in a voxeled world.

So I’m using cubiquity with colored cubes volume, and I’ll create my world (basically cities) procedurally.
And I’ll also create my NPC’s as or with voxels.

But I also want a decent level of detail.

For example.
Lets say I define one block as one meter.

So a traffic lane could be 4 blocks wide (4 meters).
But when I now create an NPC with a head, body, arms and legs I need more than 4 blocks to make him look nice.

So how do I solve this problem?
I could define one meter as a cube out of (for example) 646464 blocks.
Which would increase my time to get/set cubes on destruction for example. (I don’t know if I’ll get a performance problem here)
Or
I could create my NPC out of 646464 blocks, extract the mesh and scale it down. And till see one block as one meter.

How is this done in games like Stonehearth for example?
Here is a link to a picture from this game:


EDIT:
typo

They’re almost certainly made in modeling programs.

I suggest you do it like this:

Keep your terrain scale (as you said, 1 meter/unit = 1 block).
Now, for smaller voxel objects (which will actually be 3d models that look like voxels), like characters and items, you just need to decide how many smaller voxels anre in one terrain-size voxel. If you use low-resolution terrain textures, lke in Minecraft, then you can use thie texture pixel dimension. Minecraft has 16x16 pixel textures per block, for example. So your models would consist of voxels that are 1/16 = 0.0625 units big. This will make them fit in with the rest of the world. If you use high-res textures, or want smaller or larger voxels in your models, well… You just have to decide on one value, but 16 or 32 (POW2) is generally good. Sort-of-pro-tip: Create your character models as usual in Cubiquity, and export them. Import them in your 3d modelling application, and set the import scale to 0.0625 (or whatever). This will automatically make them be the right size for your game. Export as FBX and off you go! By the way, I use MagickaVoxel, I really like it.

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Thank’s for your answers. I think I understood what I have to do. I’ll give both ways a try.