You have subsurface scattering shaders built into your game engine? I’m jealous - tell me more! 
Overall, the poly counts seem really high for such models. Just eyeballing the Beast I’d guess he was around the 4,000 mark, not double that. Are there a lot of polygons in the head? I wouldn’t expect a 8,000 triangle model to have a jagged edge like the one that appears on on the Beast’s calf, for example.
Likewise, you could chop a mass of polygons out of the lady’s torso and still leave it looking the same, I think. As a general rule, polygon divisions that don’t alter a model’s silhouette and that aren’t necessary for correct deformation can be thrown out! It’s surprising how cheap you can be with polygons when you’ve got normal maps doing all the heavy lifting.
I’d recommend re-lighting the second model. It’s obvious that you’ve done a lot of hard work on the normal map, but it doesn’t read well in the picture. A single directional light above and in front of a model works wonders for normal-mapped models, I’ve found.
I like the skin sheen on the Beast - good work. 