Not uv sets, but asset references - objects that exist in their own scene files, and are used 'virtually' in your main scene to assemble a map. (like how it works in many game editors). I don't know much about the workflow with Unity, it looks like it can load .mb or .fbx, are you loading the maya .mb in Unity?
As thomasp said, his list erases almost everything except for Unity, lol. You will also want an engine that's obviously intuitive and lets artists do the most they can (shaders, etc...) so programmers can get busy with other stuff. Unity doesn't do it unless you add some node-based shader plugin.
We export into Unity. Maya's bones are okay for our needs. I've used biped before. But I'm not sure how or if it exports data into Unity. Steep learning curve (particulary when you edit your keys) but once you get the hang of it you can get close to mocap quality animation very fast.
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Adding some microscopic noise will help sell the scale - try pulling back some of the bigger chips and lighten them up a bit so that they look more like erosion instead of deep gashes in the surface (think of chipping paint compared to a hole in the wall) - unless you're going for that shot-up look. However, it should be…
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I need to model a city street, that will be used in a visualization. Which software offers tools that you would suggest to as quick as possible model buildings like on the render, from pictures shown? I was using sketchup, which is pretty fast, and thinking whether there is even faster way. Buildings will be imported into…