I know you chose UE4 already but Unity 5 comes with a car example scene, all set up and ready to go. It's in the Sample Assets project, just replace the art with your stuff. They also have a AI car example, so you could easily add AI opponents if you wanted.
The procedural example package has a good starter effect. It manipulates individual particles in the array of a particle system. Note: this example uses the old Unity particle system. You can still use it, but you will have to change it if you want to use Shuriken. Still a good demo.…
Looks really cool :P And I may be crazy and too tired, but the lady was talking about how it'd be problematic to have things like vines on the rock becuase the geometry wouldn't be able to be seperated. But did they not show an example that had lots of scattered leaves on the rocks? Or were those not part of the example?…
@Billy - I did not think of adding lighting to the scene or some basic mats. I will have that for the next update. @Plastix - Thank you for the thread. Really nice to see a breakdown like that. @Nintendo46 - I started with the 3rd person example level with the example assets. In my game folder > character > HeroTPP
No, that was just an example. Im not sure calling this "real world" is accurate though. It just means that every surface gets the same pixel density. So for example 1m² could get 512*512 texture space, while a 0,3m x 0,3 that only 1 third of that, about 170*170 pixels
Well, I detached to elements, not to individual objects. I didn't do an uvmap , but the detach thing would allow you to have the tooth only a few times on the uvmap, and copy it on the mesh. In the first example, you would split as you did usually. The example with the chamfer need a lot less uvsplit.
I have animated stuff directly in Unity before for simple meshes. If you can key transformations of a mesh it should not be a big issue. You could scale in just 1 axis to get a squash effect for example. I animated rotating fans for example, translated cylinders and what not pretty easily.
Is there any chance you could post a picture of what it is you're trying to achieve, the example you're giving makes no sense to have anything other than an opacity scalar parameter because the example is static. Is what you're attempting to make something that can be observed in the real world, or is it something that's…
Thanks for posting that example Monster! I didn't know you could store the results of a 'case of' expression into a variable. I've just used them to execute code in my scripts. And of course now that I go back and check the documentation for the case expression it clearly shows it being used that way in their example...
:P I think its still nice he's giving an example (it does illustrate his point). Maybe add on to it EQ? I'm sure you have a good example of how to setup both smoothing groups + uv setup so that you'll get some good results from the bake.