Awesome - love all the extra detail, compared to the first model.
If I was being really hyper-critical, I'd say a little more variation in surface texture would be nice - everything seems to have the same kind of semi-matte finish. For example, the clothing he wears under his armour should probably have a different texture from the armour itself, and you could maybe add a few bits of shiny metal here and there.
I should probably give zbrush a try - I keep seeing really impressive models made using it, and often made in a very short space of time.
Dudes, at first I was scared to get into zbrush, was the timing right? Did I have time to learn it? But I watched a couple of tutorials from eat3D, and I started doing stuff, zbrush isn't that BIG of a program, it's really fast to get into. For organic modelling 90% is 4 or 5 brushes, like the clay brush, move brush, hard polish, dam_stardard, pinch maybe.. and that's about it, you can use more brushes, but you'll find you wont need that many to do your stuff.
For hard surface modelling, there's also only a few lil tricks that you need to know in order to get your stuff done. I should write a tutorial on the articles when I finish doing this couple of freelance jobs.. but I'm afraid if I do that, circy might remove my article...
That character model was an improvement for me, but I agree there's still lots of stuff to improve, especially color wise. But I think the problem lays even at the very concept of the character, I'll keep making better characters as I go!
I always thought zBrush was mainly for using after the original modeling, is it hard to export the zBrush into something like Maya etc to do animations afterwards? I like to pre-render 3d animations for 2d games.