I'll keep Head68/69 in working order western.
My crew trials have not been successful and - even after reducing the vertices by half - they kept freezing the game. The game did not accept my 16 crew figures with 1000 vertices / figure and I didn't want to reduce their detail any further because they will be no different than Ranwer's crew.
So, unfortunately, no crew. I'll go round the ship again and add a few minor details in lieu of the crew.
For those who want to generate figures in future my method is outlined below.
MakeHuman (makehuman.org)
1. adjust modifiers to make suitable character
2. File/Export/Mesh Format/Blender exchange (mhx)
Blender (blender.org)
3. import character .mhx file
4. Pose mode
5. manipulate to make suitable pose
6. select layers with figure and clothing; omit bones/rigging layer
7. select each object in turn and Apply the Modifier to freeze the pose
8. select all objects and export to .3ds to clean up the file
9. File/New
10. import .3ds file to obtain clean, uncluttered mesh
11. select appropriate meshes
12. delete unwanted vertices and faces eg. hidden clothing, soles of shoes, mouth interior, eye socket etc
13. in Edit Mode model as required
14. model gaunlets by chopping off most of fingers, facing ends (loop select (^-Alt select) and F), then resize
15. model cloth helmet by removing ears, closing skull holes (loop select/extrude/size), selecting area of skull and resizing
16. select objects one by one, Edit Mode and UV/Image Editor, manipulate UV maps for efficient use of space
17. UV mapping of face is especially important
18. Export UV layout
19. select all objects and join (Ctrl-j)
20. Add Modifier/Generate/Decimate to create a lower poly mesh
Gimp (gimp.org)
21. load UV layout map
22. use plenty of layers to create individual maps for objects and associated shadows, creases and weathering
23. export initial version of texture map as .TGA/No RLE compression
Blender
24. load latest crew mesh model
25. load latest version of texture map
26. Texture Paint mode to accurately draw features, creases and shadows
27. save the modified texture map guide with a new name
Gimp
28. load the modified texture map guide and overlay on initial version of texture map
29. use guide to paint appropriate features, creases and shadows
30. export updated version of texture map
31. goto (24) and repeat as often as needed