The Battroid image is a quick proportion test made using the block in that I did for the fighter. This is why it lacks a head, hands, and finished arms. The higher quality renders are of the same model in jet form, with set smooth turned on and a subsurf modifier added to each piece. Doing this will generally make objects a little too round. This can be countered by adding edge loops close to other edge loops with the loopcut tool, then sliding them with the edge slide tool (in the ctrl-e menu set) until you have the sharpness required. This will drastically increase the poly count, as this model went from 4158 polys to 10044 polys, not counting the polys added with the subsurf modifiers. Alternatively, if you wanted to keep the poly count low and still have edges that look good in set smooth mode, you can select the edges that are supposed to be sharp, go into the ctrl-e menu and choose mark sharp, then add an edgesplit modifier.
With the exception of the chest plate, the model is not really textured. I used vertex groups to assign different materials to different polygons, and created a UV map for the chest plate using a simple projection.
I do plan on creating the fast pack, and am debating on whether I should do a quick block-in of it now or wait until I have the regular model finished, textured, and rigged. It all depends on how much time I can find to work on it while being a full time college student and working two part-time jobs.