@easterislandnick: I agree with Eric, it's not the goal to bake nmap light info. You should probably be able to use nmaps on iOS if you're not using an expensive shader, if you use specular + nmap it gets expensive for iOS. You will have to choose inbetween the two. I wouldn't go for that path, why do you need both?…
Dual Lightmapping is the Unity method for this. http://unity3d.com/support/documentation/Manual/LightmappingInDepth.html I have Unity Pro here, but haven't tried it on iOS.
Yeah, specular can't be baked but I could use a masked per vertex specular as they do on Shadow Gun which is pretty cheap, combine that with baked normal and it would look great on iOS. Any ideas if it's possible anyone???
Not really what I'm after as I don't want to use normal maps on my level at run time only during the bake process as it's too costly for ios devices. My thinking is that a scene that has static lighting always has the same shadows generated by normal maps, so why not bake them into the light-maps and not generate them at…
if you have good unity programmer he should be able to code tools for you that use unity text format and then you can edit and setup scenes and automate build, baking whatever from any app like maya or max for example.. so you can actually go with one licence ;) or three if you want also iOS and Android or vice versa
A single lightmap is only 1.3 mb, a couple isn't going to be too much of a memory hog. I'm creating fairly enclosed environments so 3 1024s should give me fairly good lightmap resolution. Yeah, specular and normal maps per pixel is expensive on iPhone but I can make it really cheap if I bake the shadow information into the…