To be honest you done a good job aswell.. i think the below image used more darker base color than yours i guess i'm no expert but job well done .. :)and i would love to know how u textured your gun and please show your texture flats..
The biggest issue with your texture is that your edge wear is applied uniformly across pretty much every edge of the model. This might seem like a good idea at the time but it doesn't look natural and just washes out the bevels in your normal map.
But that's not your main problem... You mainly have a presentation problem.
Levels adjustment / Hue adjustment / Unsharp mask
(This is photoshop, and a 256 color gif, post effects will look a little different in marmoset)
You also made a poor choice with the background color, something lighter would have pushed the gun off the backdrop but because your image has so little contrast the edges sink right into the background. This can work okay for characters but I've never seen it look good for static objects.
Also don't post huge 1080p closeups if your maps don't have the detail to support it.
The artist who did the gun on the bottom also may have sharpened the texture maps themselves, hard to tell without seeing the textures but it looks really crispy.
Good job, over all really nice. You're worn painted areas are a little too clean though, the corner areas which you're showing metal from chipped paint are to smooth to be realistic. That's all I've noticed, keep it up!
You shouldn't be putting that edge or scratch detail in the diffuse or spec map. Assuming you are using the PBR workflow you want to put the scratch and material detail in the gloss map. Marmoset just posted a bunch of awesome stuff about PBR workflow, you should check it out.
Replies
But that's not your main problem... You mainly have a presentation problem.
Levels adjustment / Hue adjustment / Unsharp mask
(This is photoshop, and a 256 color gif, post effects will look a little different in marmoset)
You also made a poor choice with the background color, something lighter would have pushed the gun off the backdrop but because your image has so little contrast the edges sink right into the background. This can work okay for characters but I've never seen it look good for static objects.
Also don't post huge 1080p closeups if your maps don't have the detail to support it.
The artist who did the gun on the bottom also may have sharpened the texture maps themselves, hard to tell without seeing the textures but it looks really crispy.
Pascal
I Cleaned up my texture a bit, play around with sharpen, and here is final result
I think I'm Close
1st view no light setup
and here is maps for whom asked