Yea that's a bit better, all you need now is to up the shine brightness a bit more.
Thanks for comment!
Maybe more like this?
http://img43.imageshack.us/img43/2135/barrilfinal2.png
PD: I think I reported you by accident when i was trying to reply you. Admins! My fault! :$
I like the texture on the wood, but the metal part needs to be improved. Metal transitions smoother, and the shine is a bit smaller and a bit brighter.
Did you use a reference? You should. Use many. Study them carefully, and try to gather hints as to how materials react to light in various circumstances.
Let's consider this one. I wouldn't normally recommend using renders for this, but it happens to be pretty good and close to your angle of view.
Linework: your lines are (still) pretty jaggy, this should really get your attention. Move pixels one by one until you get the smoothest possible curves. Mostly check the top side: yours is both jaggy and the wrong perspective. It must be an ellipse!
Another perspective issue: you made the bottom smaller than the top, as it would appear in a photograph, or does appear in this ref. While this is correct persp, I don't think it's fitting for games which don't (usually) have proper persp (they use projection: view from infinity instead of from some finite distance). It would probably look ingame like the barrel is actually not symmetrical, unless you pull that exact persp on all game elements.
Shading: wood and metal react very differently, that's where refs are most useful. Think hard of a light source and always stick to it. Wood mostly diffuses light with little or no speculars: brightness increases progressively when the wood surface faces the light more. New metal will by contrast mostly display reflection highlights, and keep dark elsewhere. Old rusty metal stands in between.
Your wood is ok (except that it should be brighter on the upper half, since light shines from above-right), but your metal looks like some dull material instead, like plastic, because it has the same amount of variation as the wood. Look at the ref: it goes more abruptly from dark to bright, and mostly on the upper circle, in that part which is the only place facing the light.
Also look at the cast shadows of the metal circles on wood, the shiny metal upper edges, and the shading details of the top.