The main problem of our workflow is, that we can't instance lightmapped objects. That's not optimal performancewise. Therefore objects that don't really need a lightmap (railings for example) won't use one, so that we can instance them.
For the fur : 6 is the common number, but some Colossis can go higher (the first one has 8 layers for example). PS2 has 48gb of bandwith per second, double of what the PS3 has today. It's hard to compare when you don't have the same bandwith. And the game on the PS2 was still with a poor framerate.
I suppose you baked the lighting in a separate program since it's not possible to bake global illumination using the lighting system in the UT3 editor build. How were you able to set up the scene in the program you baked the lightmaps in, and then set it up exactly the same in the unreal editor after you imported it in so…
it is udk yes, we did a lot of prototyping for different approaches in unity, we will show some of those prototypes that got a bit further later on. For example we did a more casual version of pinos journey with an easier to produce artstyle. Or we worked on a turn based version with battle ships you control. But we…