Sorry rlforce I been busy and didnt check back!
Quote: "so I should increase the size in the uv mapper"
If your talking about the UV map, then you can make it
512 512 or 1024 1024 or even 2048 2048 pixels, should be a power of 2 I reckon.
Quote: "Also- how do I texture the inside.. Seats etc, Like how do i get to them"
Ok, this is back to fundamental understanding...
(and, btw, i don't consider myself either a genius, legally inclined, or, an expert at modelling, I'm just a hack/jack of some certain content production skills,)
Anyway, here's the rub, every single Polygon/tri/face,
of the entire model must be assigned to a group, in order that
the UV mapping works. You see the group is what is reffered to in the UV mapping. Say those binoculars I showed you,
well every single polygon is referred to in that UV map.
And, each discreet part of that UV map is a GROUP.
Now, how can you get to the seats? Well it's easy, first
make a group/s of the various outside bits of your plane,
and once you've grouped them, then, "hide them" ie hide the groups
as you make them. Once you do that you'll be able to select polys from the interior.
One point is, you've got multiple seats, but they all will have the same bunch of polygons in the same planes. So,
when you UV map you can .... stack identical groups to share the
same UV space!.....Hey, this is pretty hard to explain,
and quite technical to do, unless your "ready",
this is why the best advice I can give is that you start out mastering basic UV mapping on simple objects.
Good luck. The tutorials and trial and error
within strict testing constraints is
the only way to get the knowledge.