Hey all been posting after long here. So couple of things first the work is done purely as part of learning Unity lighting so assets are not mine. Well I cleaned some meshes and made some UV for light. Original scene is from Archinteriors vol4.
Only thing I would complain about is the lack of SSR (screen space reflections) in Unity.
As for blotchy / artifacts on meshes they are caused by auto lightmap UV in Unity. Tip if you have soft / curvy meshes its best to make your own lightmap UV (channel 2) in 3d program otherwise this will be a major issue.
Below images are unedited and without any camera effects inside Unity 5.1.
Please do share any tips / feedback on how to improve lighting for such environments.
P.S I did not use any texture to save uv unwrap time and focus on lighting.
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I'd dial down whatever is going on with the interior and focus on the outside light coming in, the GI from that, and the sky ambient light, then focus on the smaller interior lights. Either the lamps or the ceiling lights, I wouldn't really do both.