Make a rig with unity friendly orientations (you can make it out of point helpers or geometry etc), constrain it to the animation rig and skin your meshes to that for export instead. Much easier
Well, that was simple enough. It's fascinating. This image I referenced, i am not even sure if its real now or not. Probably real. Gonna see if I can mimic this in Unity somehow.
Very thankful for your offer to help. I found a few tutorials that explain how to create car shaders in another game engine. I'll attempt to replicate the said tutorials in Unity.
only complication of particles in maya is using expressions. All the basic stuff you can handle. You could export your model to Unity 3d and their particle editing is SUPER easy.
I think there's actually a third thing software developers can do. Making their product as widely available as possible to get more people using it, it has worked with UDK, UE4, and Unity.
Unreal or Unity are your best bets for this level of complexity. You can run with either in non-interactive mode. glTF/webGL is becoming the 3d standard, but is still in its relative infancy.
You ever thought about using Unreal or UNity? You'll get more punch out of it if you're trying to do it for free. lack of GI among other elements is standing out.
Home: modo - Model/retopo/UV/rigging/animating/some baking Max - Needed now and again ZBrush - Sculpting xNormal - Baking normals Photoshop - Texturing Unity - Engine for presenting
:) Doing a lot with Unity lately check them out here: Breakout Game WIP : http://illysian.com/Builds/MiniGames.html Modern City Block Level : http://illysian.com/Builds/Build_withcurrent.php