On your first pistol there, you seem to have some issues with the normals around the center of the upper part of the body which is probably the cause of the shading issues in the perspective renders. A good texture could be used in lieu of some of the finer details on the guns (ridges/bevels etc.) but other than that, geometry isnt looking too bad, keep it up
On that Uzi, there is some really bad geometry on your handle and the two ridges of the body (which really arent necessary to be honest, reference what I said last paragraph about textures) You want to avoid triangles, and shoot for your model being completely made up of square faces. Where all those faces 'pinch' together, thats going to call for some ugly normals and thus some rough shading in a game engine!
A little hint when texturing - keep in mind that adding in real life details will expodentially help your texture look realistic! Thing about the kind of abuse a gun goes through in just a month. That thing is going to get some dirt in the bevels of the body, collecting around the hard edges & corners, and not to mention all the scratching that the body will have. I didnt look at the body too closely, but adding in screws and and other parts that make assembly more life like will always be beneficial. Take a step back and actually think,
just how is this assembled? and THEN go about modelling your object. Keep in mind that there will be seems on the gun body where the metal/plastic/whatever the gun is made out of fit together, and these areas generally are a lighter edge. Always remember, life like details make objects look better - its often better to over exaggerate these details to aid the viewers eye, giving them an area to "relax" and then let the eye move about the object.
Also, for a really cheap and incredibly powerful polygonal modeller, check out "Silo" - my professor showed it to me the other day and it really looks very powerful, especially for such a low price! He consideres its polygonal modelling capabilities and features more powerful/useful than Maya, primally because Maya is known for the "whole package" ordeal
http://nevercenter.com/about/[i]