I feel that in both cases and on your spheres, but especially on the blue guy, you could use more hue-shifting to help bring the colours together and make them more lively. On the blue guy, you don't seem to be hue-shifting at all!
An unrelated crit: the greenish knight has a lot of pillow-shading in the rounded areas (the knee guards, the boots, the tassets), shading around the edges of shapes instead of according to the 3D form of those shapes. This also leads to a lot of banding. Don't be afraid to have well-lit portions of a shape bump up against another object! Your light seems to be coming from the upper left (aside from a few random bits lit from the upper right xP), and unless something is casting a shadow from that direction, that means the upper left of round objects should be well-lit, even if that's right near the edge of the object. You should also not be afraid to have light colours right up against dark ones without a buffer of medium colours, especially for shiny/reflective objects, or objects with sharp corners!
Here's an edit where I tried to make the lighting more consistent, and to avoid pillow-shading on the round objects:

I most likely misinterpreted some of the armour pieces, which might result in some nonsense areas. If my critique above doesn't help you understand something in this edit, feel free to ask!