mitsieee - You have to understand that the freelance 3D Market is very, very competitive. Creating a thread with claims that you are a valid resource to a customer looking for professional quality work requires a bit more work than you've put into things. Keep in mind, your target customers are also targeted by hundreds, if not thousands of experienced professionals who have been creating assets for the better part of their life. Given, your prices are vastly cheaper than you'd see elsewhere, but still; there is a price. The models that you have for sale could easily be downloaded for free off one of the multiple 3D Hubs on the web.
Another thing to keep in mind is your presentation. You've clearly used a pre-made template for your website and slapped some default verdana (maybe?) face text over it. Remember, your website is a personification of you to the person! You want your website to be as clean cut and professional as you'd be if you were presenting to a client in real life.
As far as your portfolio is concerned, you need to take some time before you start to sell anything, as I've already gone over before. Things to keep in mind your next time around have mostly already been posted, but just keep in mind poly count, intelligent use of geometry and texture resolution, and competitive quality as compared to similarly priced entities.
As for presentation of your product, perhaps you should delve into the realm of turntables, or at least multiple high-resolution renders, along with watermarked JPGs of any and all textures that you've included with the model. Vector renders are always nice as well just to show that each polygon has been used intelligently, so the client knows that the model that they are buying wont be a burden to their game's engine. A simple polycount just isn't enough! Proper grammar and punctuation should be obvious at this point, taking the time to spell check before posting anything with commercial interest is a must. You don't get a second first impression! Clients that are willing to spend money on a 3D model are going to be shopping around, so you need to be able to convince them that your product is that much better than everyone else! One major rule to remember here:
Your portfolio is only as strong as your weakest asset.
If you're curious on good ways to present your work, check out my presentation for my final project
here- a very, very simple (and image intensive) HTML framework that I threw together to present my work to my peers. I'm not saying that this is the only way, or even that it is the right way, I'm just giving you suggestions as to how you can give as much information about your product as possible to your potential clients.
You've got a strong start here, don't give up! Keep working hard, and try to take critiques and suggestions as just that. Don't get defensive and offer information such as your age or experience as some way to decrease the amount of criticism you're receiving. Remember that you're the one that is putting yourself on the line here, to an open community full of other artists. You'd be foolish not to expect other artists to give you their input on what you have to offer!
Keep working hard, that's the only way to get ahead in this field.
3D Game Art & Animation Major @ Champlain.edu
Maya | Photoshop | CrazyBump | ZBrush
WoW US Shattered Hand - http://www.paroxguild.com/