I kid. I kid. Maybe it's your lighting setup, but everything looks dark. Even for something stylized/hand painted I would look into how you're handling your contrast.
Metal is a good way to showcase this. It's very bright when the clean part is exposed to light. Coatings like rust help give the metal a more uneven appearance.
The wood material also feels excessively diffuse. Usually you can tell there's grain or chipping or the surface might have been treated with paint.
I would consider this more akin to weapons / props modeling than hard surface modeling as others have pointed out. You may also consider showing wire frame overlays of both high and low res models if you're looking for critiques on process improvement. For textures, I would consider have your UV layout visible and also a breakdown for the maps via Marmoset player or Sketchfab.
From what I can see, you have the shape of what you want and seem to be okay on the high res detailing.
Replies
I kid. I kid. Maybe it's your lighting setup, but everything looks dark. Even for something stylized/hand painted I would look into how you're handling your contrast.
Metal is a good way to showcase this. It's very bright when the clean part is exposed to light. Coatings like rust help give the metal a more uneven appearance.
The wood material also feels excessively diffuse. Usually you can tell there's grain or chipping or the surface might have been treated with paint.
texureing refrence for shiled
From what I can see, you have the shape of what you want and seem to be okay on the high res detailing.
this is my first texture prop give some feedback
and that old one