Thanks to you all for the compliments. And yes, Axtel, in retrospect we also have to say, that the washer/dryer combo wasn´t the best choice In an earlier project this set was used directly in a lob-room without seperation and that´s why we also thought, that this is possible
So Robbie222, of course we can share our setups:
First of all the mesh of the ceiling. All the edges are connected with the neighbour. The modelling is super easy, what is important is the UV-Layout, you can see at the right. We disconnected the parts of the intruded holes and give them more space that they have in the modelling, to have more place for the lighting informations.
For the Lightsetup we usually start with a skylight, to have a clean illumination. For this scene the intensity is set to 2. Next to the skylight we also have 6 lights, which have an absolutly low intensity (0.0XX) and casts no shadow. Each light is for one direction (-X,X,-Y,Y,-Z,Z). With these light you can illuminate parts of the scene, which are very dark or have problems to get enough light, like under tables oder in the corners of walls:
The third light is from reflectors in front of the windows. These lights we usually color them to a little bit of yellow, that they can interact with the blue of the skylight.
The fourth light is the sun, just standard directional light
The other lights, for example for the illumination of the edge of the wall above the biotic logo are tube lights, also in standard use.
If you have problems in corners or with the light, than mostly it happens because of the lightmap. Mostly we give small detailed parts more space than the big flatten parts, for example like in the celling. And than add lights, not only where you would put some in the real world, also some to illuminate the scene in dark areas to get a smooth result.
So, i hope, we could help you. And for all, we are working on the interaction video