While those two models already look very nice there is some room for improvement of the texture:

With that said the blue cloth doesn't look look like blue cloth but a bit like some sort of very tight latex. You especially see that on the back where you overdid things a bit by trying to shade those folds - might not look so bad with some decent lighting but still it's a bit too much exaggerated. So maybe reduce the contrast for that shading and add a bit more of a material "noise" for cloth as it looks a bit too uniform. Just the same you did for those very nicely done brown leather parts...

Next part is about the UV-Map / the texture. You sort of can see how you put the polies around on a small part of the model and that's where that EA logo and rank-badge thingie on the chest is. Because of the way you set up the UV-map you have this distortion there as there most certainly is a seam right through that badge and together with a "distortion" you didn't fix in the UV-map the texture you probably created the way the things look like get applied "wrong"...

I'd also invest some polies and make the communicator a real mesh and not just texture detail. As rather important thing you might even put quite some attention on whenever someone talks to it this should get more detail and it's not a very costly addition...

At the end another more technical question. Did you create the model with some speaking abilities i.e. you can do real talking animations by basically moving the lip meshes around and having some "mouth geometry" behind?

Enjoy your meal
Toast