Thanks guys, yh it doesn't look too bad,
helps to have a good reference image though
Quote: "As long as the model sits on top of the red (x-axis) and the green (y-axis) line, it should have the correct origin in GG."
I think the fbx import doesn't quite work from blender yet for GG because I have to flip the car 180 on the z to make it sit the right way up in GG (the origin and rotation from blender works perfectly in unity so it's definitely a GG issue), perhaps the next preview build will fix it, I know fbx support is a realitively new feature.
Took me a few hours to complete, to be fair more than half that time is probably just trying to get decent seams for unpacking and working out where the correct parts of the texture go... That part of creating models still makes little sense to me, I can unwrap a box but after that it just gets way too unpredictable :p
I didn't notice too much problems using 2.8 compared to the older version, I know blender is always expecting you to use keyboard shortcuts anyway so till you need to find some menu that has changed position it doesn't feel all that different - of course I'm only really editting boxes and cylinders etc, nothing advanced... I can't say if it's better or not from a professional pov
Quote: "how did you actually get it into GG "
Hmm well I exported as fbx (blender 2.8 no longer supports .x) then used the GG importer... It won't appear til you give it a texture but other than being upside down etc it worked fine - collision and mesh etc all look good out the box