I agree, you might wanna try a hard square brush? but the round default brush is of course just as good. Liking them thumbnails, now do one of them as a finished illustration! :D Doit!
Everything use the 1st uv channel by default (index 0), except lightmaps, but you can still force them to use the channel that you want. "Programmable" colors can be driven through vector parameters.
Screenshots are saved to the desktop IIRC. Open the exporter again and look to the top most field, that's the export path. I believe the default location is the TEMP folder. Click the 'Set Path' button to select your folder.
There are 2 ways right now, either wait for unity 5, or get shader forge for unity or maybe one of the other shader packs, unless you want to write code in HLSL The default shaders are unusable
In marmoset you have to set the material to use vertex color, it's not activated by default. Go to your material and in albedo select vertex color on the roulout on the right. You could then activate vertex color with the check box.
Nevermind. Fixed it. Must have been a bug. It was the Draw Scale. By default it was set to 1 so I started to change it and noticed that was the issue. Tried several values, went back to 1 and now it works. :S
You have to add the weapon bones. Decompile the demoman's grenade launcher and attach the bones it uses accordingly. You don't need to make custom animations either. Most cosmetics/weapons use the default animations.
By default it only shows quads, but you can change that. In your viewport right click on the little plus sign in he upper left corner, and go to Configure, then go to the Statistics tab...and check Triangle Count.
There isn't really a great/easy way of doing this by default but you can create a material library of texel density materials to put on your objects in your scene to reference to. https://www.youtube.com/watch?v=wKDlJUlzFoA
There are strange problems with landscapes as of recent, do you notice how there is a faint blue checker square like that of the default material? Something strange is going on with how it is blending layers or how you have the chunks split.