I'm a 3DSMax veteran1 of a few years who's just found out that as a student I can own a full copy of it for absolutely (legally) free
. Bit of pointless info, but yeah, I tend to use Max for things like this. In fact, if you look at the files, you'll see that it's all properly2 UV mapped and has two completely unnecessary 512*512 texture files (and one 256*256 texture) as I went a bit overkill, and in the future the model can be textured to however I (or anybody else who can be bothered to texture it properly, you have my permission) wants.
I've been working full time up until I go off to university next month, So I've made little to no progress and I have no updates for you (Unless you want to see Barret's upper arms. Which is fine really, I won't judge.) hence why I released just the one model on its own.
But yeah, hope to have more time to work on this soon. As you may be able to tell, it's a little harder to pull off properly3 than it looks!
1I have no actual sense of what I'm doing.
2I have no actual sense of what I'm doing.
3I have no actual sense of what I'm doing.
Ah! I see, you're in the same boat as me

Yeah I only learned I can legally own 3DS as a student not that long ago... I've been doing the trial and reformat for ages (Always getting the newest version before I want it... Some things get better some things get broken... The new UV system in 2012 has major problems that tick me off something fierce... But I've learned to work around it)
But yes boys and girls. If you wanna learn to model... The industry uses 3DS Max and Maya... I'm proficient in both (Although I prefer Max because I kinda grew up with it since Max 5 in 2003) Blender is free but friggin hard to use... If you wanna get into the field, Max and Maya's the way to go. If you wanna do movies like Shrek or any Pixar film... Learn Maya. The film industry doesn't recognize Max because it's too "cheap" (The is first hand information from a lighting director on Avatar I met, and a match-moving/plate animator who taught 4 of my classes) And by "cheap" they mean literally cheap. Since it doesn't cost as much the investors turn their noses up at it even though the same exact level of quality is capable in both, only the interfaces, workflow, and types of rendering are different. But the same output is absolutely possible. Same with game studios almost... If the studio has more money it's more likely to be a Maya-centric pipeline. Sony's DC Universe Online has a Maya pipeline, and so does everything at id Software. But at least when I worked at Sony, they had Max for me to use

My advice... If you wanna learn modeling don't waste time with interfaces that you're unlikely to encounter in the field. It's not about "this" being better than "that"... No... The same's possible on almost any software package with varying degrees of features and workflows.
Learn 3DS Max or Maya, it'll be worth the effort. Then if you wanna do this kinda stuff. Then learn UV unwrapping techniques, and for more advanced users, learn Z Brush or Mudbox sculpting and then something called "Retopology" or "Retopo" for short. Try to model in flowing lines, this is called "edgeflow" but video games don't need perfect edgeflow, as long as areas like the elbow and knee have clean geometry that deforms well. Then comes the normal map baking, and the assets that can generate to make a basic texture map more awesome.
It's not easy, and it's a LOT of work. But if you're the kind of person that thinks it's fun... Then it's for you! Because in the industry you are gonna WORK ALLOT so you better like it

That's why there's allot of folks with art degrees who just dropped out... They just wanted to be a part of it, but didn't have any passion for it. What a shame... (Also because both film and video game industries are filled with folks like that... and it makes it hard to get a job unless you are DAMN good at what you do)