The modeling is ok (still think you can remove some VC to get a better lowpoly)
Also the texturing can use some work. all i see is some slapped on wood or metal with some random scratches.
You could save a lot of vertices by using floating geometry, on the wooden handle, the two metal studs in the wooden handle, the iron sight, the trigger, the circle near the trigger, etc. I think the texture looks pretty good, if a little plain. Put more detailing in the spec/gloss?
As has been pointed out by others, the wireframe shows off that a lot of those edges can be removed. The rule of thumb is that if it isn't contributing to the silhouette, let it go! What is the poly count on these assets? I just finished up a handgun that was no more detailed than your 1911 that ended up being in the 2600 tri-count range. You should give yourself a budget like that. You can get away with a couple more polys for your shotgun though because of the big cylindrical barrels.
Also, I noticed that the slide and frame of the 1911 are attached? I'd detach those. When the 1911 fires, the slide pops back and a casing is ejected from the weapon. Even if you're never going to animate your weapon specifically, modeling with these things in mind shows employers/ colleagues that you're modeling with game-ready functionality in mind.
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Also the texturing can use some work. all i see is some slapped on wood or metal with some random scratches.
keep on going
Also, I noticed that the slide and frame of the 1911 are attached? I'd detach those. When the 1911 fires, the slide pops back and a casing is ejected from the weapon. Even if you're never going to animate your weapon specifically, modeling with these things in mind shows employers/ colleagues that you're modeling with game-ready functionality in mind.