Finish it! Also expect some posts about wasted polygons. An easy way to tell if you have too many edge loops is to go into face select mode and enable select by angle, set this to a low number like 3 and click on your object, if it selects more than one face, you've got extra geo that you don't need, select the offending edges, select an edgeloop and blow 'em away (cntrl + backspace).
Always good to see a new handgun thread though and welcome to PC!
Great model so far, but I have to say the reference is a bit off. The actual gun's (assuming the apparent, a 92 series handgun) barrel and body are just a little bit longer. Also, the guard on the trigger in your model is a little too smooth compared to the reference.
You're not ready to do any sculpting yet, you're still missing tons of pieces from the gun, and there's some very wrong shapes going on there. (The bit right behind the barrel of the gun on the top for example)
Don't get ahead of yourself here, get the shape right, then get your sculpt on.
it already looks sculpted to me :P looks like clay
I'd suggest you stop modelling for now, read a little bit about sub-d modelling theory and then look at the model again, and rework it, because It's really wonky and bad.
DeicideNBF's gun gallery might help for some Beretta refs. The arch you see in your photo and have modeled as the bottom of the handle isn't actually a curved opening, but the handle's lengthwise curve being carved inward to the magazine port. Smoother loading I guess. Here's a pic that shows what I mean. This is probably a slightly different version than yours, but even if you zoom in on your ref, you'll see that the curve isn't casting a curved shadow.
Replies
Always good to see a new handgun thread though and welcome to PC!
Don't get ahead of yourself here, get the shape right, then get your sculpt on.
I'd suggest you stop modelling for now, read a little bit about sub-d modelling theory and then look at the model again, and rework it, because It's really wonky and bad.
Here's something to get you started:
http://www.subdivisionmodeling.com/forums/showthread.php?t=8000
http://blog.whiteblaizer.com/2009/03/subdivision-tips-hard-surface-modelling-iv/
http://www.subdivisionmodeling.com/page1.htm
http://digitalapprentice.net/Community/index.php?option=com_content&task=view&id=67&Itemid=154 (This used to be a really nice link, but it's offline atm, 3 video tuts teaching you where to place and how to place nice edge loops for hardsurface sub-d modelling)