From what I understand of modeling for Redemption is that when you are "porting" models you have to first import a "skeleton" used by the game that you want for your model, which will determine how that model's animations work in-game. So just do the following:
-Extract christof.nob from the Resource.nob file using winzip into the 3d/Models subdirectory of you project folder.
-Right-click the file, go to properties then remove read-only from the file.
-Change the file's name into the name of the model you want to create.
-Import the .nob into MilkShape then delete all of its meshes, but make sure the skeleton is intact.
-Merge the meshes from the desired model you wish to "port" into the modified model you have currently loaded.
If you are making a female model then grab lily.nob or serena.nob. In any case, grab a model that already exists in Redemption that has a lot in common with the model you want to port over.
This is where the hard part begins where you have to assign meshes to parts of the skeleton's various bones. I can't tell you much on how to do this properly since my only modeling experiences come from building basic single-bone objects (Swords and Props). MilkShape makes this process quite tedious. You'll have to use a lot of trial and error in this one.