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  1. arumiat's post in Choose UV set was marked as the answer   
    Very much finished business
    In the retopo room..

  2. arumiat's post in Split tool boundaries was marked as the answer   
    Bug fixed in 4.5.05
  3. arumiat's post in [Solved] Normal map not baking any information was marked as the answer   
    One thing I had to do was rename any objects & retopo layers from 'layer 1' to 'layer_1' for example. Any spaces in-between words would prevent bakes from occurring..
  4. arumiat's post in Old project upgrade default shader odd was marked as the answer   
    Fixed with 4.5.02 updated
  5. arumiat's post in Severel meshes in one fbx file was marked as the answer   
    Yes, you can export a single fbx with multiple meshes, in Unity the multiple meshes show up as children.
    You can use a single UV map for multiple meshes
  6. arumiat's post in Perfect Sphere? was marked as the answer   
    If you select the primitives tool, and then the sphere in the top bar, and then hit apply does this give you a sphere that's fit for purpose?

  7. arumiat's post in how to "move", "rotate" and "scale" a object was marked as the answer   
    Sounds like you want to have a play with the transform tool

  8. arumiat's post in Self intersecting strokes was marked as the answer   
    Thanks Carlosan, the effect was improved the most by making my texture tileable and painting as a material but good to know that option is there.
  9. arumiat's post in Wall thickness was marked as the answer   
    If you were wanting to define a wall thickness this thread has some useful points. Relies on a single layer surface mesh though..
  10. arumiat's post in The voxel curves tool was marked as the answer   
    Thanks both, I tried those but found them a lot of work. I ended up inverting the fill tool on a low depth to gradually thin the cylindrical structure and it gave me very close to the effect that I was looking for eventually 

  11. arumiat's post in Getting a vertex painted model into Unity was marked as the answer   
    A vertex shader that does the job I was looking for..
    Shader "Custom/VertexColor_Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 } SubShader { Tags { "RenderType"="Opaque" } LOD 300 CGPROGRAM #pragma surface surf BlinnPhong vertex:vert fixed4 _Color; half _Shininess; struct Input { fixed4 vColor; }; void vert( inout appdata_full v, out Input o ) { o.vColor = v.color; } void surf (Input IN, inout SurfaceOutput o) { o.Albedo = IN.vColor.rgb * _Color.rgb; o.Gloss = IN.vColor.a; o.Alpha = IN.vColor.a * _Color.a; o.Specular = _Shininess; } ENDCG } Fallback "VertexLit" }
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