Creating Photorealistic Wallpapers & Upholstery in UE4 for AR and VR Clients
We are taking architectural visualization to new heights. The studio has recently worked with TRI-KES, a company specializing in high-end wallpaper and upholstery, on a VR experience for the HD Expo in Las Vegas. The goal was to create a hotel lobby with Zaha Hadid’s architectural design elements.
One of the Groove Jones artists, Chris Holden, created over 200 Material Instances from 20 masters with 80 textures based on real-world wallpaper and upholstery samples for this project.
The results are mind-blowing. The project shows how to use modern material techniques to get photorealistic results in VR. Attendees could change wallpaper and upholstery in real-time Vive controllers. What is the production magic behind this project?
Each wallpaper and upholstery had many custom requirements and parameters. Patterns were created using techniques, including photo-sourcing real samples, hand-painting custom details, and procedural generation in UE4’s material editor.
We designed and built the environment block out. We worked closely on modeling, materials, and lighting to meet the strict requirements of the client.
Two-tone mask master. Note the Transition function (see below and UI controls (for how the material is picked with Vive controllers) added to all Masters.
Wallpaper with controllable UV scale, rotation, color, and roughness per layer.
Individual layer scale & rotation master material.
Four masks & base color selector master material.
Initial environment design block out
Final interior. Walls & Furniture intentionally left blank for the user to apply materials in VR.
Overview of most materials