There are a few things that you may want to look at, lighting and samples (splotches), some UV and texture issues but the biggest one is probably your door
NICK'S Test Thread
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If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
- MildMustard

- Posts: 125
- Joined: Tue Jun 10, 2014 6:00 am
Nice man, I have been meaning to do a Unity/Unreal interior project for some time.
There are a few things that you may want to look at, lighting and samples (splotches), some UV and texture issues but the biggest one is probably your door
(The Height is way off, it probably bugs me the most)
Otherwise, very awesome first attempt!! Well done.
There are a few things that you may want to look at, lighting and samples (splotches), some UV and texture issues but the biggest one is probably your door
thx for ur feedback manMildMustard wrote:Nice man, I have been meaning to do a Unity/Unreal interior project for some time.
There are a few things that you may want to look at, lighting and samples (splotches), some UV and texture issues but the biggest one is probably your door(The Height is way off, it probably bugs me the most)
Otherwise, very awesome first attempt!! Well done.
yes...the door makes me crazy too!
The texture resoltion is quite low because its more optimized for VR.......which looks more realistic due to stereo effect.
But ur right some UV-Textures have some issues also.
hi, I have pretty simple question if You would not mind.
once You bake lighting into models & import them into Your scene inside unity/unreal, what happens with reflections? since those depend on position of viewer? are those calculated realtime?
Thanks
once You bake lighting into models & import them into Your scene inside unity/unreal, what happens with reflections? since those depend on position of viewer? are those calculated realtime?
Thanks
my example shows baked reflection....so the glossiness is baked into the map.glimpse wrote:hi, I have pretty simple question if You would not mind.
once You bake lighting into models & import them into Your scene inside unity/unreal, what happens with reflections? since those depend on position of viewer? are those calculated realtime?
Thanks
But i think, its better to bake only the diffuse-map and add some glossiness by unity...so we have interactive reflection
i hope it helps.