Unity Iphone and Unreal Comparison

Now that the iphones have gotten more powerful (talking about 2.0 Open GL) has anyone here done any “pushing the boundaries” test regarding polys and bump maps, normal mapping etc like the Unreal Citadel Demo in Unity Iphone Yet? :shock:

most here don’t invest tens of thousands for tech demo, thats Cryteks and Epics job, they are the only ones with advertisement budget for such a task :wink:

I am curious if anyone has integrated bump mapping, normal mapping etc in their iphone /ipad projects and if they had the same kind of success in speed etc as Unreal’s engine within Unity

Hi Dave – here are the two primary threads discussing all the ins and outs of the demo:

http://forum.unity3d.com/viewtopic.php?t=63381
http://forum.unity3d.com/viewtopic.php?t=63314

I personally think the awe of that demo is more a function of the artwork than the toolset(s) or rendering engine. Comb those threads and see what you think…

Very cool - thank you! :smile:

Working on a new game and I would love to utilize normal mapping and bump maps.

After viewing the threads- most definitely- baked in lightmaps etc So it can be done in 3.0 - I will have to test the antialiasing and put it to work :slight_smile:

Thanks for the assist on the thread locations.

PM me when you get a chance. - Thanks

An environment that has static lighting is the easiest situation to make lighting and perceived normal maps to really shine. it’s when you get into dynamic lights, that’s when the artwork begins to fall apart. Our game will have a similarly controlled lighting condition so we should be able to produce a nice looking bumpy texture with soft shadows.