Granted my model doesn't look on par with all of yours because my head and hand skins are lacking, but I still decided I'd finally try a comp. Here's my rushed addition. Unwraps will hopefully be done today, and skinned tommorrow.
Your geometry has way too much of the original primitives in it (and besides I think you're supposed to reconcept the character, not just model him), try to model things to have edges where you want details, not where your primitive has them. Build loops that follow the shapes instead of having lines go horizontal and vertical only. The head should have cheeks and such rather than just the lines from the sphere. Look through this tutorial, while not everything from highpoly modeling applies to lowpoly it will teach you things like meshflow.
Also you need to look at anatomy closer, especially the hands. It looks like one of those creepy inflatable dolls right now.
Get more used to all the tools at your disposal and understand how to manipulate the mesh to your liking, this model looks like you felt too constrained by the existing geometry.
Oh and never render on a black or white background, always use mid-tones for that. On black we can't see the polygonal outline and on white the inner parts become too dark.
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Also you need to look at anatomy closer, especially the hands. It looks like one of those creepy inflatable dolls right now.
Get more used to all the tools at your disposal and understand how to manipulate the mesh to your liking, this model looks like you felt too constrained by the existing geometry.
Oh and never render on a black or white background, always use mid-tones for that. On black we can't see the polygonal outline and on white the inner parts become too dark.