

The car animations, like suspension, front wheels, etc, are they made in the modeling program and then exported to the AC's SDK or are they made inside the SDK? The radial blur on the wheels, is it baked or happens automatically?ĭo the cars in AC (will?) have visual damage? (Or even mechanical damage?) In the case of tuning being possible, can different parts change the behavior of the car? Like, changing the engine from a V6 to a V8 makes the car go faster and have more torque, etc. be able to change parts of the cars, like spoiler, wheels or tires) Is it possible for vehicles to have tuning options? (ie.

Is it possible to have vehicles with more than 4 wheels? Since this thread is about how the cars are made in AC, I'd like to know more about the limitations, for example: Oh cool! Didn't know there was a forum with an actual dev from AC talking with the users, this will be better than asking cramped questions through twitter. Obviously when AC goes public, we will release the workflow and all the details regarding content creation. Once done, you just export a specific file that the game understands and you're ready to go. The editor uses the same identical graphical engine of the game, so whatever you see in the editor is what you'll get in the game. FBX file into our editor and you assign materials and shaders. FBX file (it's a standard format that all main 3D programs use). You create all your 3D on whatever program you like and then you need to export an. Maybe in the future, but for now you will need to bake an ambient occlusion texture. We tried it, but it was never good enough for fine detail and also big fps hit. The engine does not support 2 sided polygons so if you want something to be visible for two sides, you need to double it and turn it around.Įngine supports big textures of course, normal maps, real time shadows everywhere, self shadowing too, but we do not support for the moment ambient occlusion. Obviously you can make as many as you want, but we think this is a good limit for performance. Ok so AC models use around 55 to 65 thousand polygons for the exterior (including a "low detail" cockpit and the wheels), and the same amount for a dedicated cockpit model. so don't blame me if I misinform you in the end I can give just some indication, as I don't know everything regarding this aspect.
