Hey Everyone, thanks for the great feedback so far!
bLawless: Wow, thanks! I agree about the shoulder armor… something I’ll have to go back and adjust… we definitely don’t want to limit his movement. Nice thing about Zbrush is being able to go back at any stage and make adjustments like that easily. 
Disco Stu: Thanks for the feedback! Ced’s Claim was definitely an inspiration, but of equal inspiration were the works of Kevin Lanning and Vital Bulgarov. After looking at these character, I don’t have them open while I work as not to make things too “mimicky” or end up being too contrived. I really like to do my own version and like I said, I like where things are, but that’s not necessarily where things will finalize. Good feedback though… much appreciated. 
Vancross: I still have some big @$$ weapons to build, so I didn’t want him to have anything to fierce for Gloves. His underlying anatomy has claws so I did consider it, but decided against… who’s gonna need fierce claws/gloves when you carry big @$$ weapons (still to come). I’ll post later today some of the underlying anatomy to see a more “naked” version of him. Thanks. 
SebastianWunnicke: Thanks alot! Yes, Locust was one my inspirations for sure! All the tubes were done with ZSpheres. Each one took about 15+ min to ZSphere out (only worked on one side of course), then adaptive mesh at about a resolution of 2 Sdiv’s worked nicely for me. Then GoZ them all over to Maya, make any extrusions that I wanted, duplicate and flip on X, combine into a single mesh and GoZ’d them all back to Zbrush. It may have been a little tedious, but ZSphere made it alot easier and faster (for me personally) than using Splines and such in either Max or Maya or whatever. Hope I described that clearly.
Thanks again.
jjoseph05: Thank you! Would love to post some process / workflow shots if there is interest. I have a few adjustments to make… one or two additions and when I post the next iteration of him, I’ll be sure to add some process screen shots as well. Thanks! 