hehee well we'll forgive you this time

ya know you can always actually just link the attachments.
i checked these out earlier today, but wasn't sure if i was to comment or not - alot of people have been exploding at me
well i'll cover the guy you originally posted, the mesh on the whole is pretty good. that said, there is a good amount of tweaking that can be done to give its shape a more perspecitive veiw.
the shoulders i'd just grab all of vertex that make it out to be quite sphereical and just scale them until they flow a little more. now from the side the guys proportions are quite amazing, very nice ... however from the front he appears to loose it around the abs to accomidate for the arms being close.
Them being so buched close makes him appear to have an abnormal abs section - could fit a 12pack in there hehee
so you may want to grab from just below the vertex level with the elbows and just widen him out, put some meat on dem bones
from that the mesh will seems a little disproportionate due to the edges, and i know that it'll take a while - but go around the mesh and turn the faces to try and smooth everything out to make the mesh as smooth as possible with as little points as possible

Then after you do that, it might seem a little non sensical but then focus on the joints, make sure the larger stretching areas have a Quad on the actual pivot point with the edge going across so that it wont fold when the joint does ... but you want the opposite side and possible side to fold with it.
So for the knees say, you'd make the front edge quad going vertical and the back going horizontal. As the sides shouldn't bend they also should try to stay away from being horizontal if possible
phew! hehee i know there are other models, but these are kinda general tips for whenever you create them
as it looks like milkshape your working in... to animate the fingers well you'll need 3 joints and 2 bones per finger - now as finger have to bend 90° nicely its best to have them in more of a stack formation
[][][] kinda setup
^-^-^ then you place the joints at the top rear edge of each stack as this is the best pivot point.
What you do from there is the vertex below them in the fingers plus the next vertex in the line attach to that bone, and continue like that... if you looked at it from the side would appear that diagonally each joint has the vertex selected. this gives the best range of motion for the fingers

(a tip for anyone who does this in trueSpace 4+ then set the end two joints to single pivot allows you not to make them look freaky by accident hehee)
oh and as most of the time your fingers will never be striaght - and this actually goes for general animating, don't fall into the trap of making the skeleton to fit within the model, but once you finish editing move the mesh into a default position and create a skeleton that rests completely square for everything. The best tip for this is to use the HL Biped skeleton and edit in the extras you require.
without moving it you attach it, i know it'll look weird to animate from something not actually in the right place but it does actually make it alot easier until you get better with animating mesh.
I liked the Solider (normal) quite nice, but the joints my need attention before animating and the lower portions of the legs needs to be a little straighter down

And the arms could do with a little width attention, perhap a little bulkier but really a nice model.
the futuristic solider is quite cool, nice and low polygon ... think perhaps he'd be better with a single digit and the other three fingers made into a single part like a glove.
I do like the hands nothing against them, just really look weird on low polygon models.

something i'd give him are muscles rather than just lengths for arms - they seems a little one the boxy side
I like the devil render... i've missed seeing the trueSpace rendering action for others around here.
about the only thing i can really say about the render engine is right-click for the options menu because there are ALOT of them, but still very easi to use.
if you would like to know a particular rendering method then just ask.
trueSpace2 was before IK was introduced an everything was still mostly hierachy based which you find the glueing tools quite handy as there is no messing about you can glue something as a sibling, parent or child in one go
Anata aru kowagaru no watashi! 