Humans models have been shaved, although humans still have hair. I'll sort the rest of that out later.
For the models, you construct little body part models piece by piece, and define how they will be glued together depending on the connection location (which is given in the creature file). Most of the gluing sites end up being invisible, so it doesn't make them look bad. You also can import little 32x32 grayscale BMPs in the model editor that are placed over the model to give it better looking contours.
The game determines the stance that the creature holds by looking at the creature file, and it also determines what kinds of decals to put on the model from the creature's adjunct body parts (eyes, etc.), so it is currently very hard to determine what a creature will look like without actually playing one in the game.
Right now, human models have a much larger number of triangles than before. I'll put in an option today or tomorrow that will allow people to scale them back to the previous blocky model in case it goes slow. I think they have around 700 triangles, where before it was around 200.
Anyway, texturing is "done" on the humans. It looks a little ugly, but I want to fix the face before I go back to it. Kobolds won't take more than a day.
I suspect the editors will be almost impossible to use, because there's a lot of information to define. People will have to give me suggestions about things they'd like to have once they use them for a bit. It should be fairly easy to modify humans to get a new humanoid (this is how I'll be making kobolds), but making creatures from scratch is time consuming. And as I said before, the model editor is in a very unformed state. It can be used, but...
Let us know the exact standings when you get to see them. Perhaps we'll have to convert this site to some *backwardsass* time zone...