Cubemaps Over 3D: A Strategic Choice
Rather than creating full 3D models of each faucet, MrFaucet opted for a cubemap-based approach. This meant rendering high-quality 360-degree images of each product and using those as the basis for the VR experience. It was a smart decisionâfaster to produce, lighter to run, and still visually impressive when viewed through a VR headset.
My role was to take these cubemap renders and hook them together in Unreal Engine. Each faucet needed to be presented as its own environment, with seamless transitions between different product variations. The challenge was creating a system that felt cohesiveâusers could browse through the catalog, examine details up close, and switch between finishes and styles without breaking immersion.
The HTC Vive Era
This project was developed for the HTC Vive, which at the time was groundbreaking. Room-scale VR was still new, and the ability to physically walk around and interact with virtual objects felt revolutionary. The Vive's controllers allowed for natural interaction with the faucet modelsâusers could reach out, rotate products, and inspect them from every angle.
Working with the Vive's tracking system meant designing interactions that felt intuitive. Product showcases in VR weren't just about lookingâthey were about presence. The goal was to make customers feel like they were standing in a showroom, able to examine each faucet as if it were physically in front of them.
Multiple Variations, One Experience
MrFaucet had an extensive product lineâdifferent models, finishes, configurations. Creating multiple variations meant setting up a system in Unreal that could swap assets dynamically. Users could select a base model, then cycle through brushed nickel, chrome, matte black, and other finish options in real-time.
The cubemap approach made this practical. Instead of loading heavy geometry for each variation, we simply swapped the environment maps. The result was a smooth, responsive experience that let customers explore the entire catalog without performance issues.
VR as a Sales Tool
This project was part of the early wave of VR being used for commercial applications. Companies were experimenting with how immersive technology could enhance product visualization, training, and sales. For MrFaucet, VR wasn't just a gimmickâit was a way to differentiate their brand and give customers a new way to engage with their products.
Looking back, it was an interesting moment in VR history. The technology was novel enough to generate excitement, but practical enough to deliver real value. Projects like this helped prove that VR could be more than gamingâit could be a legitimate business tool.
The MrFaucet VR showcase demonstrated that innovative technical approachesâlike using cubemaps instead of full 3Dâcould deliver impressive results while staying practical and performant. It was a smart solution for a company looking to leverage VR without overcomplicating production.