One way to minimize this... author your textures/models so the fabric is more bunched up in the default pose, so you can pull the wrinkles/texture apart as you bend the arm.
For most assets I left the mipmap options at default while a select few of the larger assets have no mipmaps. If there is a better way to go about this, i'd like to learn more if I can :)
has the statue been UV'd yet, or is the shader just to show the object without the default checker on it? The temple looks awwwwwsome. I'm assuming the statue it going to get it's own texture :) Keep going!
really great skin - captures the alien feeling perfectly! I love the green glowing part at the back end of the gun visible when you are holding it in default position. Best of luck for the contest!
Fixed it, you were right on facebook thread, when I changed my monitors color management back to default Srgb from Srgb Virtual device mode works like a champ
when i have this problem, my viewport was not in the "viewport 2.0" so when i put it as a default, i never see this happen again, you checked if your pc was in the 2.0 also?
She's kinda shiny lookin' but otherwise looks great! The mirrored pantyhose is only noticeable from the front with that default pose. I think once you set it up it with a rig and in a scene it won't be.
There's a toolbar that's by default docked in the right hand side that gives you all the options for adjustment layers like that. The gradient editor should be in there ( or at least, you can double click the thumbnail there to get to the editor).
there is a script where you can enable the old windows viewer again, which I find perfectly fine Windows 10 viewer should never be used as it uses a sharpen filter by default
I'd say just create a small test case using unity default pathfinding, it's really good and very easy to setup. There's plenty of tutorials on it as well. http://docs.unity3d.com/Documentation/Manual/Navmeshbaking.html