• Hi Guest!

    We are extremely excited to announce the release of our first Beta1.1 and the first release of our Public AddonKit!
    To participate in the Beta, a subscription to the Entertainer or Creator Tier is required. For access to the Public AddonKit you must be a Creator tier member. Once subscribed, download instructions can be found here.

    Click here for information and guides regarding the VaM2 beta. Join our Discord server for more announcements and community discussion about VaM2.
  • Hi Guest!

    VaM2 Resource Categories have now been added to the Hub! For information on posting VaM2 resources and details about VaM2 related changes to our Community Forums, please see our official announcement here.

VaM 1.x Any suggestions to improve my Kinky-room?

Threads regarding the original VaM 1.x
Joined
Jun 17, 2025
Messages
33
Reactions
38
Hi! I'm working on my first location/scene and are egger to get feedback from the community.
First of an disclaimer, so no one gets upset, this work will be a paid asset, it uses many of my already made paid-assets and takes a loot of time for me to complete.

Now to the topic at hand: I've created a gothic location and filled it with different devices but can't help but feel that there's more potential to this than just the devices that currently is present. I can add stuff directly to the room and even add animated Items/eye-candy to improve the feeling further.
So what would you love to see in such location? items to interact with? more details? please help me come with suggestions to improve my work!

The location is setup to have a gothic-feeling with candle-lights and a pedestal and throne as a centrepiece for the room, spread out in the room are different bdsm devices featured (hopefully i'll be able to provide present-poses for each device when I'm done)

lights and textures are baked to 2k images for better performance, so the scene should run smoothly.

and finally here are some screens of my wip:
1756806269.png

1756806301.png

1756806423.png
 
I am not sure what kind of feedback you want, so i hope i don't talk about things that aren't important for your asset (lighting for example, but you wrote you bake that in?). And of course it is just my own subjective taste and doesn't mean it has value.

My 2 cents:

I don't know if this is the final lighting or just to showcase the scene - if it is the first, i think it looks too cozy and plain given the theme. I would love to see more shadow or contrast.

I don't know if you want to animate your candles, but you could do this easily with FloatParamRandomizerEE controlling the intensity of an invisible light, could also help with the atmosphere.

Perhaps there could be some things hanging from the ceiling, like hooks or chains? Perhaps even a little bit swaying, different heights. But maybe the room is too small for that.

The walls with the windows and the cut for the painting look a little bit plain regarding the geometry without any further details. Also the brick texture seems a little bit monotonous, would be good to loosen it up with other elements or try a different one. Perhaps again some chains hanging there or some medieval tools. And the wall texture doesn't seem to have a normal map? That could help also with details. I guess it is about the balance between vertices count and texture work, and i think you want to keep the vertices count low so you could enhance that with better and more detailed textures.

PS: i think the most important thing is what style you are going for: medieval chamber of lust and pain, or a modern hobby cellar just simulating older times for example :D Or something like a dark church of forbidden pleasures etc. Then i would have different ideas for each.
 
I am not sure what kind of feedback you want, so i hope i don't talk about things that aren't important for your asset (lighting for example, but you wrote you bake that in?). And of course it is just my own subjective taste and doesn't mean it has value.

My 2 cents:

I don't know if this is the final lighting or just to showcase the scene - if it is the first, i think it looks too cozy and plain given the theme. I would love to see more shadow or contrast.

I don't know if you want to animate your candles, but you could do this easily with FloatParamRandomizerEE controlling the intensity of an invisible light, could also help with the atmosphere.

Perhaps there could be some things hanging from the ceiling, like hooks or chains? Perhaps even a little bit swaying, different heights. But maybe the room is too small for that.

The walls with the windows and the cut for the painting look a little bit plain regarding the geometry without any further details. Also the brick texture seems a little bit monotonous, would be good to loosen it up with other elements or try a different one. Perhaps again some chains hanging there or some medieval tools. And the wall texture doesn't seem to have a normal map? That could help also with details. I guess it is about the balance between vertices count and texture work, and i think you want to keep the vertices count low so you could enhance that with better and more detailed textures.

PS: i think the most important thing is what style you are going for: medieval chamber of lust and pain, or a modern hobby cellar just simulating older times for example :D Or something like a dark church of forbidden pleasures etc. Then i would have different ideas for each.
thanks for the feedback!, its still very much a wip so the lighting is still far from done, I will try to add in some more contrasts. I bake the static shadows but still let real-time lights cast shadows on top of that. having flickering effects are a great idea and will probably be part of the final scene (but with my own scripts, no big fan of external dependencies). Everything got a normal map but they probably should be adjusted to be more visible, they are baked aswell so perhaps I could up the res on them a bit. Im trying to bake/optimize collisions and scripts as much as possible so my scenes load fast and don't break the computers that they are run on :)
 
Maybe I share some thoughts that went into creating my SecretRoom asset:
  • The modular room allows creators to use it as they see fit. Various things are also customizable, e.g. allowing you to move the hooks up/down and of course you can add those beams everywhere so you can have them where you need them.
  • Baked light means the light is fixed, it can't be adapted to the scene and placement of characters. But light is vital! If you want to bake anything, maybe a bit of ambient occlusion, but not more. Recommendation would be to not bake, but allow placement of lights in VaM. In combination with using SkyMagic for faked global illumination that actually matches your scene, of course.
  • Some slow movement brings a world to life, so it does not feel dead. Doesn't have to be much, but that's why SecretRoom does have those swinging chains. Just a tiny bit of movement. If you use candles for light, you could do the same with some particle effect for flame and mild modulation of the light source.
  • Adding detail props helps a lot, too. Ideally a room should feel lived in. Toys lying around as they were used just recently. Racks of equipment, ordered yes, but with a tiny bit of chaos, etc.
  • Sound helps as well. If a room is totally silent, it feels dead, too. Depending on the scene that can just be SoundFX from the equipment or breathing or voice lines, but even a simple low volume music track can already help. AudioReverb is always worth a try, possibly set to "Stoneroom" in your case for just that tiny bit of more realism?
 
Maybe I share some thoughts that went into creating my SecretRoom asset:
  • The modular room allows creators to use it as they see fit. Various things are also customizable, e.g. allowing you to move the hooks up/down and of course you can add those beams everywhere so you can have them where you need them.
  • Baked light means the light is fixed, it can't be adapted to the scene and placement of characters. But light is vital! If you want to bake anything, maybe a bit of ambient occlusion, but not more. Recommendation would be to not bake, but allow placement of lights in VaM. In combination with using SkyMagic for faked global illumination that actually matches your scene, of course.
  • Some slow movement brings a world to life, so it does not feel dead. Doesn't have to be much, but that's why SecretRoom does have those swinging chains. Just a tiny bit of movement. If you use candles for light, you could do the same with some particle effect for flame and mild modulation of the light source.
  • Adding detail props helps a lot, too. Ideally a room should feel lived in. Toys lying around as they were used just recently. Racks of equipment, ordered yes, but with a tiny bit of chaos, etc.
  • Sound helps as well. If a room is totally silent, it feels dead, too. Depending on the scene that can just be SoundFX from the equipment or breathing or voice lines, but even a simple low volume music track can already help. AudioReverb is always worth a try, possibly set to "Stoneroom" in your case for just that tiny bit of more realism?
Thanks man! I love your stuff, it's really great and inspiring! Will take your feedback to heart and do some improvements based on it! Only thing that i don't agree with is the baked lights, coming from a game developer background I'd rather have most static lighting (with some alive elements) and better performance than all living lighting and on the cost of performance.
 
Back
Top Bottom