Wow hello everyone, im at home for like 20 minutes right now b4 i leave again for another 4 days. Anyways to answer your questions and comments.
@Filya Yes because on the outside it had the bottum sides and everything connecting them. I also deleted faces that would never be seen by the player anyways like the tops of poles etc. Yeah i know i doesent look too sci-fi but i wasnt goin for the sci-fi look, i know i said i was before but i decided that i would rather go with the rusty metal/wood look. Kind of like a metallic/wood complex AKA a modern building; so i changed my view of how it would look.
@SimSmall Basically what you do is design your textures or get rights to other textures and take them and size them down based on the detail you want. For example, the crates; they arnt that big so i sized down the texture. I do Uv map some of the more detailed parts of the map; if you go with the way im doing it you tend to use alot of the same textures, this is VERY good. That probably makes no sense but when the user is running around an indoor shooting level you dont the atmosphere to change in each room. This way the textures can be changed but it keeps the same feeling throughout the whole entire level, keep the same color palet throughout an indoor level keeps the player at home and makes them feel more welcome into the level and not so much of an outcast
@Yian I really appriciate your comment and encouragement; i use 3ds max 9. I acually got 3ds max 8 for only $500 dolars and they sent 3ds max 9 to me for free it was part of the deal. If you are wondering i bought the educational version, as i am not doing anything commercial right now, im just working on my skills.
@Alpha zero revolutions I really appriciate your complement and im glad that you like it. Yes i used 3ds max 9
Thank you everyone for the comments, complements, crits, and for being interested; things like those really drive me to do better, thank you.
I will be gone for another 4 days.
Thanks for your time,
Cheers,
-Inverted
Lawl