i’m with pming here…
especially if you’re plan is to make something usable for a mod. the models you have made now are more then likely not gonna be suitable for use in a game engine as there’s no clear edge flow and animation is gonna be really really rough on it
before you start even getting into the painting you may be better off trying to learn retopo and how to create uv’s . in order to get this model into a gaming engine you’re going to need well defined edge flow and edge loops. a poly count below 10k per piece with significant details and necessary movement in it. extremely well defined UV’s so that your eventual coloring can be converted to texture… so that your high poly details can be converted to displacement and normal maps… etc etc.
i’m gonna go on a limb and guess that at the moment your model is somewhere around 3-5 million poly’s with all details.
consider the edge flow in this guy’s models face :
http://www.zbrushcentral.com/showthread.php?p=886305#post886305
the high poly he has is still probably under 1 million polys and the low poly mesh is 8.5k tris. this could be animated and fit in with a game engine well. if you tried adding what you have now into a program that could be used to rig a mdoel for game animation then you’re very likely going to melt your cpu trying to do so
… the thing you have to always always always keep in mind with zbrush is that you’re not working in 3d. you’re working with pixols/voxels presented in a 2.5d format. this saves your computer from meltdown situations by offloading alot of the math to the cpu and ram. Say you were using 3ds to create a riggable mesh and unreal editor as your animation system (not sure what engine dawn of war is using but i’m unrealed is a good place to look at for what an engine can handle… and you can find it free now) in 3ds you’re working in 3d so you need a gfx card that can handle pushing the total number of polys in yoru mesh at all times… as well as the cpu power and ram …
think of it this way… if your legs each have about 50k polys in them… to animate them as is, if just for a simple animation path… the cpu will be calculating over 5x more per animation then what it will take to animate that face from the link i posted. and a face is supposed to be one of the more heavy hitting animation areas in cpu and gpu strength. now imagine that scaled up to your full model. if you like playing your games at 1fps then it’d work for you 
if you want a healthy comparison point to see where what you have now stacks up… try seperating just the head of your mesh into it’s own subtool. clone it to a seperate tool. make some texture maps from it. and then run decimation master on it until you can get it down to 8k polys. see what all your detail and if you did textures fine what your coloring comes out to look like. it probably wont be pretty. Now decimation master wouldnt be making your models game worthy dropping the poly count like that… but it will show you your deficiencies and if you learn how to use the retopo tools, it will also give you a lower poly count mesh that you can built your new topology over and be a little bit closer to what you would need for a game engine
i would never tell someone not to post things until they got better as i was in your shoes not too long ago with that… but i will say this much. if you have big plans and want to use zbrush to get them done… in those cases make sure you understand what your doing before bragging about the plans or you will find a lot of hecklers in the audience. game design is not easy, not even when just making a game mod. And zbrush in the very beginning makes you feel like a design god… cause you THINK you’re producing something awesome that you wouldnt have any problems using for a game mod… but there are an amazingly large amount of considerations that you need to make before you will be able to do anything using zbrush within a production pipeline other then producing some nifty artwork for yourself. By the time you actually learn zbrush enough to produce ANYTHING that can be using in a mod for an existing game engine, you will almost with 100% certainty not be working on the same thing you started your idea with. By the time you make a model that would work you’re gonna turn around and look at this one and repeatedly shake your head and wonder what the heck was i thinking there?
i dont want to sound harsh with my crits but its something you really need to consider. when you’re working on something for a game or movie or even just personal artwork you need to divide your tasks up either to yourself or among others. The first and foremost task is character design. what do you want your finished product to resemble. Then after you have that built you need to have it destroyed
… its a sad fact but the most ridiculous character creators in the industry can do amazing things with millions upon milllions of polys… but then when that model gets in a game 99% of the detail gets thrown away into a texture file, and as close to the original as it may get the underlaying structure… isn’t really. You basically will wind up making your model and then making a hollow box shaped like your model to project the details onto. shapes like it and organized so that areas that will be animated can be animated without looking ugly as sin. THEN after you have that you can worry about getting the high poly high quality details you have into the various bits and pieces of textures that the game engine uses … making sure those textures apply correctly to the model as it’s animated. make sure that if you plan on letting players assign colors… that the model will actually allow it.
it’s ok to dream big and have plans but be realistic about them or you get yourself into situations where you WILL be dissapointed and dissapointment can force you to question why you’re bothering to learn in the first place. i went through the newbie phase myself and read many a forum post from newbies that all show the same phase…
1 wow zbrush is awesome… i’m awesome… look at what i made
2 zbrush is awesome but damn it’s hard to make things like others who’ve only been here for month’s what’s their secrets
3 screw zbrush! damnit! why can’t i get this what am i doing wrong! why is noone helping me! i’m making myself look like an idiot (this is the part alot of people quit at)
4 man the zbc forums are awesome. if i look around i can learn everything thats causing me problems
5 man the zbc forums are awesome and zbruish is awesome again. now that i’m doing ok and producing decent work people are coming out of the woodwork to help me get better
If you’re willing to learn something to make your goal possible then LEARN IT. don’t just jump in assuming you have it and that you’ll figure it out eventually. going without some set of personal direction will screw you up every time. But if you are really willing to learn it then you’re at the right place and the people here if they feel they arent wasting their time will be more then happy to help you. Hell if it wasnt for people making me feel like my work was crap for over a year … i wouldnt be at a point now where i think i can produce riggable set pieces for VFX for a movie a friend and me are working on. I don’t expect perfection, but i’m planning on making something that can show off what i’m capable of doing and hope to do myself justice in the end. And that’s after almost giving up on learning zbrush at all a few months back. Do yourself a favor now, while you’re still in your early phases, and stop worry about making a mod… Worry about learning how to use the tools at your disposal to better yourself… produce some artwork quality results… figure out what’s needed to truly be able to work on a game worthy model…AND THEN work on your mod after you’re a bit more accomplished
sorry for the long winded rant but you’re gonna hear variations on all of this stuff until you “hear” it… so best to get it all out of the way now 
-D