Im really trying to reach a higher standard of texturing here, im not sure what I'm doing wrong, but It just never seems to be as sharp as I like, and something just feels a little off. It's my best asset to date so I'm proud of that, but still wanting to take it much further. I appreciate any advice I can get. I'm a games art student in my third year for reference
I feel one issue I can see is you have a lot of super sharp bevels. Regarding your texturing, it looks alright. Looks new, but that's not necessarily a bad thing. Maybe have more material differences between parts?
Before you even start considering texturing you need to take a step back and take a good look at your model. It has a lot of proportion issues, take a look at the reference below.
Almost on every part the proportions of your model don't match a actual SCAR, did you use a side view reference picture when modeling this? If you want this to become a portfolio worthy piece then I would suggest going back to the drawing board, find a ton of reference pictures of a SCAR H from different angles and pictures of individual parts as well. I see the some parts like the rails don't have a normal maps, did you make a high poly first or use a shader? Look into subD modeling and the Zbrush boolean workflow but first start with a good blockout!
When you have a good looking SCAR model then it will be time to talk textures, even if you would put amazing textures on your current model it wont help because every person that knows this weapon will be able to tell that a lot of things are off.
Image below was ripped from a guide made by Michal Kubas,
You need to work on your artistic eye in order to analyze shapes in order to model them correctly.
One thing I would recommend is to do a tutorial on weapon modeling in order to learn new techniques, there is a lot of them out there so be careful when picking one, I will leave a couple of links below.
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