Thanks for the video. I think it is ok now. Here is my last blender file:
files.fm/f/zf26sq8ap last one:
files.fm/f/e5aths27jPlease tell me your opinion or if you think that I did something wrong.
Now I'll try to adjust the maps...
You just posted a new package file and I haven't looked at it yet. I looked at the file in this post (the one with the link next to "last one").
You'll need to redo the platform. The reason the platform seems to be gone is because the geometry is facing the wrong way. You know how a shirt has an inside and an outside? Faces are like that, too. There's a front side and a back side. Usually, unless you do something special with your package file, the backside of a face will not be rendered in the game. In Blender, you can tell what the backside is because it will be a darker grey than the front side.
If you're having trouble determining which is the front and which is the back do this:
Press N to open the side panel. Where it says Shading, click the arrow to unfold that section if it isn't already, and put a checkmark next to Backface Culling. Now Blender will no longer render the backside of a face so you can tell which side is the front and which side is the back.
Face select mode, select every face on the bottom of the desk and delete with X. You'll see there are more faces that were underneath what you just deleted. Select and delete those, too. DO NOT delete the rim. It's fine as it is.
The screenshot shows some of the rim selected. Ignore that.
Rather than add a circle and go through that whole misery again, do this: vertex select mode. Rotate around so you're looking at the top. Hold shift and select three vertices in the corner. Press F to make a new face. Next shift-select four vertices, F to make a new face. Continue till the hole has been filled. The corners will be tris while the rest will be quads. Ideally, it would be all quads since it's always best to model in quads, but the hole was shaped weird so there was no choice but to make tris in the corners.
The reason I had you do this is that you already had a perfect rim that we could easily build off of. No need to add a circle and all that nonsense.
You will need to unwrap this again. My suggestion is to select the new faces you just made, NOT the rim. Just the new faces, top view (Numpad 7), U > Project from View. Move the island off the map. H to hide it. Next select the rim and make sure you get all of it around the circumference of the desk. U > Unwrap. Note: if you want it to unwrap as a rectangle mark a seam in the corners first, then unwrap. The PDF I gave you shows how to mark seams. Move the new island off the map. Alt + H to unhide. Move the islands back onto the map.
Your tubes look good but you've got some overlapping edges. This happened when you used the mirror modifier. You have to be careful when using that modifier that the edges don't overlap.
Edit: I deleted what I wrote because I have a better method. Hold Alt + shift and select each edge loop that is overlapping. Press S, X, 0. That will straighten the loops and mash them together. Then press W > Remove Doubles. This will automatically merge the vertices that were mashed together.
You'll be faced with a new problem: the edge loops aren't located where you need them. Move them to where you want them to be and keep your movements constrained to the X-axis and Y-axis. This way, you won't accidentally move them up or down.
Other than that it's looking pretty good. You're making progress! Don't forget to split the edges on your glass desktop so that there aren't unsightly shadows on the edge.
Edit: I forgot to mention this. You have a bone_bone_shape thing-whatever-that-is in your scene. In the outliner, up in the upper right corner, right-click it and choose delete. That dumb thing always gets included when you append something. One of these days I'm gonna figure out what that thing is, lol.