75 ratings
Lakeside Retreat - VR HOME
File Size
140.714 MB
Feb 14 @ 9:29pm
Feb 17 @ 9:25pm
5 Change Notes ( view )

Subscribe to download
Lakeside Retreat - VR HOME

A modern home situated in picturesque mountainscape. Surrounded by forest and view of a lake.

- Flying Birds
- Sliding Doors
- Steam Panels
- Eames Chair
- Furnature is removable so you can make it your own space.

I'm open to feedback and will try to improve this in my freetime.
< >
Ƈℓαѕѕy Mar 17 @ 4:15pm 
Truly amazing, and definitely my favourite destination so far. No joke, it makes me want to sleep with my VR headset on.
That Drunk Aussie Gamer Feb 19 @ 10:58pm 
ozy ozy ozy yeah :D and a cyber punk theme next niiice
and if only the unreal4 so much power n realizem - if only
7iger  [author] Feb 18 @ 3:54pm 
Thanks Rectus appretiate the help, I'll have a go at baking the lighting again on the next version. :steamhappy:
Rectus Feb 18 @ 3:15pm 
The lighting is stored in three things, 1, vertex lighting on static meshes, 2, light probe volumes, and 3, cubemap textures.

1, it's determined by the number of vertices, but unless you have absolutely huge amounts of them, it should be negligable.

2, light probes aresampled inside the volumes as a 3D grid, so lowering the sampling density in places with less difference and far away from the play area can have a huge impact. It has preset values to choose from, but it's actually a number so you can go in raw mode and edit it directly.

3, Cubemaps are high-res HDRi textures, so they can take up a lot of space. Your map probably doesn't need more than 3 of them, one inside, and one on each long side of the house.
X-MAS-BAD Feb 18 @ 2:53pm 
I wish Valve would make player homes based on Portal , Half Life, CSGO, TF2, and LFD
7iger  [author] Feb 18 @ 2:50pm 
Thanks Rectus, I had baked the lighting originally but it increased the file size to over a 1gb. Is there a way to avoid this? As for the fog I found it more visually pleasing as the mountains looked rather odd when fully visible. I kind of wanted a silhouette of mountains to kind of give an illusion of distance, but i'll look into how to improve it.
Rectus Feb 18 @ 10:17am 
Nice design. It seems like it's only using direct lighting though, the materials would look a lot better with indirect lighting from the environment baked in. Especailly the water could use specular cubemap reflections to catch the color from the sky.

Also, the fog looks a bit weird when it's applied to the top of the mountains and trees and is not matched in the skybox. You could try adding a height gradient to it so it only affects parts near the ground.
X-MAS-BAD Feb 18 @ 9:25am 
I like this one over the default one
7iger  [author] Feb 17 @ 6:48pm 
Thanks for the feedback, i'm an aussie too. This was my first time using hammer, and i agree the pond is a little tacked on. I was hopping to build some sort of zen stone garden at the back, but ran out of time before i went back to work. My next Project is going to be a cyberpunk cityscape, think of a cyber punk apartment looking out into a neon city. I'm making the 3d assets now. So i'll probably come back to this as i learn more with what hammer can do. But it's not the greatest software for this stuff. If we could build VR homes in unreal engine everything would be 100% easier. the source engine is very dated, like it took me two days to get the water to look like water because the source 2 hammer has no inbuilt water system. :steamhappy:
That Drunk Aussie Gamer Feb 17 @ 6:25pm 
the only down side to this build is you can really change the background or the trees look a little odd because of the distance fogging and the birds feel like they fly a bit low? as for the small fountain/pond at the back Id take it out and put in some small ferns and plant around the area , but still a great design+build what are your next plans/ideas?