I noticed that full colors tend to appear as unatural and a little "cartoony", so I went for softer textures...
Looks like slowly getting there
Chair textures could be improved but not end of world, but floor definitely needs some definition (I know as get that often, lol). Colors and definition are hard to judge in max as invariably renders look better and whatever you do ends up looking different ingame
The big challenge starting now is: lightmapping, which will make a big difference to how bridge looks and feels, and then porting to nif. Once all that ok, then on to animations.
you told that there was some difficulty to import the lightmaps from Max9 to Max3. Do I have to follow a particular process to do the lightmaps so you can convert this bridge wothout problems?
There shouldn't be any problems at all importing lightmaps from max9 to max3.
Only things have to be careful of re the lightmap process (assuming you know how to do lightmaps? If not, you should ask):
1) get lightmaps as 'accurate' as possible (i.e. don't overlight or underlight bridge)
2) Check lightmaps created on ch 2 (via render to texture), and baked to object.
3) 256x256 lightmaps fine, but shadow detail areas (like floors, walls) may need higher
4) test lightmaps working (easiest way is to open light lister, turn off lights and then render. If get illuminated render, lightmaps working. If black or sections black, then lightmaps not working. doh)
if that checklist ok, ready to export from Max 9 to 3, then into ingame nif.