alfa is right, be careful where you use such stuff
My big focus for this is understanding the mesh topology. Understanding the construction of a variety of character models is critical to any environment or character modeler. Machinima and other media is a mostly open domain where legalities are concerned. It could be useful for some non-game use as well like a short length fan film or something. Yet there are several community made games that reuse a lot of original assets, and they're often overlooked. Plus we're coming up on 8 years now since FLs release, and Digital Anvil is no more. MS has bigger fish to fry.
besides that, good tutorial
but there is another problem you might have not considered yet
your object files have no skeleton anymore nor an animation
that wouldnt be a problem for ships or stations but characters which dont move are not much of a use
Since we currently have no solution for revising characters, or even getting them back into the game my last concern is animating them. Even if I did, with meshes of this low resolution it wouldn't take very long at all to recreate a decent rig. I suspect players may want to use this guide to help expedite the geometry of other scenery assets including ships and static props. Characters were simply my personal focus.