I think you need to work on your material. It does not really read like metal, and there is not enough details on it. It's kinda flat. Also, for your presentation, get better lighting, and get rid of the floor plane.
I like the model though, but with a better material you could really show it off.
-He looks more of a feline or canine to me. His rear end should be wider while the front slimmer. Maybe it will help achieving that result by switching the front legs with the back legs, and maybe modifying the body a bit..
-The head should be a bit bigger.
-The nose should be slimmer all the way up to the eyes and not gradually getting bigger.
The front leg articulation looks as though it might be backwards too. It should bend more or less in the same fashion as a human elbow. You can see it quite well in the picture that TheSlingshot posted there.
Try to work on making a specular and gloss map that defines your materials better, so it's not just all the same metal. As well, see if you can create area of rest and activity in the texture's diffuse as it feels too muddy and noisy right now. I'm not being drawn to the face by the way the textures are set up and creating focus for me.
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I like the model though, but with a better material you could really show it off.
-The head should be a bit bigger.
-The nose should be slimmer all the way up to the eyes and not gradually getting bigger.
The DOTA 2 Character Art Guide may give you pointers as to how to make your character look more effective.