I'd suggest purchasing 'Master Camera' from the Unity Asset Store, and modifying it as needed for your game as your game takes shape. It's a good base to start from, for most camera setups.
So this happened when I tried to bridge the verts, and flipping the face does nothing. @Eric Chadwick are you referring to the modifier "editable Poly" when you say switch to polygon mode?
The blending mode used between strokes cannot be modified at this point. If you want to "replace" the normal details, you'll need to create another layer and change its blending mode to normal or replace
enable backface culling, object > right click > properties > check backface culling also assuming from that picture some faces are flipped wrong, maybe do a modifier > normal ... uniform normals.
Hey, thanks for the detailed reply. I didn't pick up the caliper issue at all; forgot to turn on the mirror modifier. Also, never noticed the tire axis on the references, I'm a fool. Thanks!
@boyso Wait really? Damm. The highpoly looks like a mess as I've been using Bevel > Subsurf modifiers within Blender. openGL from render to show whats driving the subsurf and stuff.
I seriously can't see the harm in having a turbosmooth modifier on a WIP model. although I should fix the face since as you said the eyes are too sharp in comparison to the rest of the face
I don't know but you will probably want to start by changing the text color to white. Other than that, you can change the angle of the camera if you go to the modifier panel with the camera selected.
Here are some update of my progress sofar. Just done with highpoly sculpt, got to do retopo and texture next . I did modify the concept abit to make it look more interesting.
I've got a buddy like that. We haven't played in about ten years, but he still knows dice roll hit modifiers from behind cover for just about any weapon.