there a many different approaches to how particle effects are created. The most convincing methods are going to use a mix of after effects, a bit of 3d and some post work in photoshop.
Unfortunately there's no way to use maya's particle system within unity, so i'd suggest the following:
Rain is a fairly straightforward one since the individual droplets dont require much detail, so i think you can start work rite inside of unity. Create an emitter with a large radius (so as to cover a large area) set some initial velocity in the -y axis, and some random velocity in the x and z axis to get some angled droplets.
For the actual material, you can get away with a solid color with a bit of transparency (transparent diffuse shader would work well) and a small particle size
be sure to read up on shuriken if you've never used particles inside of unity
Create a large-ish particle emitter and parent it to your camera (that way it can look like it's raining everywhere but really it's only in a distance around your camera).
Set it to make particles and ensure it's in world space.
Probably want to turn on stretching based on velocity.
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Unfortunately there's no way to use maya's particle system within unity, so i'd suggest the following:
Rain is a fairly straightforward one since the individual droplets dont require much detail, so i think you can start work rite inside of unity. Create an emitter with a large radius (so as to cover a large area) set some initial velocity in the -y axis, and some random velocity in the x and z axis to get some angled droplets.
For the actual material, you can get away with a solid color with a bit of transparency (transparent diffuse shader would work well) and a small particle size
be sure to read up on shuriken if you've never used particles inside of unity
Set it to make particles and ensure it's in world space.
Probably want to turn on stretching based on velocity.
Thank you very much MikeF and Farfarer.