I see it as a kind of leather 'apron' type thing for want of a better word, with darker brown cloth to the side, and also leather shoulderpads. But there is such thing as leather armour so I guess it serves as both. On the level of detail, the apron is at the moment contoured but not embossed, if you understand what I mean. There are polygons in the torso that correspond to it's outline, but they join directly to the polygons for the cloth.
The mesh is already at 940 odd polygons, and the limit is either 1000 or 1024, I forget which. Either way, there's not a whole lot more scope for detail, the mesh is pretty efficient, although some polys could maybe be shaved off the back, which isn't seen much, and bought to the front. The chainsaw is a difficult one, as I'm not sure how to do the saw blades on it. Going the zerstorer way of modelling spikes on seems out of the question, in a full model like this they'll just get mangled by the mdl format. So I guess it'll just have to be carefully skinned, but I'll keep thinking.
The single most overwhelming piece of feedback is that the ogre shouldn't have a neck, so I've acted on that one straight away. I agree that the face does look flat from the screenshot, but I'm gonna try and blame the angle and the quake model format for flattening it. Here's a 3/4 angle shot from the editor with a better view of the shape of it.
http://people.pwf.cam.ac.uk/~ajd70/ogregmax.jpg
If it keeps getting flattened like that when I export, I'll try exaggerating the features a bit so something shows up. A lot of this is going to be fighting against the twin limits of the mdl format, low polygon limit and poor vertex accuracy. Well, polygon limit is an engine limit, but still...