Here's a few things to think about:
- Think of it from the buyers perspective, they want the least amount of work to do, this is why they are buying content.
- Even if they buyer will change the texture, they want to know the mapping is correct, so showing timber running the right way for example is helpful.
- You don't show any UV mapping/checker textures to show the buyer that its uv unwrapped. If its not, then it should be.
- Model things that are difficult to make, if its easy to make then most artists can do this for themselves so why would they pay money for something they can do quickly.
- Remember most serious artists already have large catalogues of models, so you are competing with Evermotion, Vizpeople, Design Connected, Maxtree etc. If your work is not on par or better then you need something in a unique category - such as sci fi, photogrammetry, antique items, printables, stylized art etc.
Most of all if you want to be in this game, you need to push the bar. Look at the top selling models, if you can produce work like this then you are a shoe in. This doesn't even begin to scratch the surface when it comes to the technical requirements such as good poly flow, texturing (pbr, atlas etc), optimized uv's, texel density, regular file formats such as 3dsmax, c4d, maya... Once you are able to overcome some or all of this you need to evaluate how to market your products, who is your target audience, how are you providing them value etc. I see you have 3 models for sale, you need much much more to collect some useful data as to where your efforts should go. 3D is not easy and its time consuming, you will need a lot more time in the game before you can focus yourself and hit that niche. Until then, provide fully final models for sale, textured, and to the latest requirements for the best opportunity to grow.
Thats my 2c.