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May 22, 2018

Creating Photorealistic Wallpapers & Upholstery in UE4 for AR and VR Clients

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.

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We designed and built the environment block out. We worked closely on modeling, materials, and lighting to meet the strict requirements of the client.

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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.

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Wallpaper with controllable UV scale, rotation, color, and roughness per layer.

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Individual layer scale & rotation master material.

Four masks & base color selector master material.

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Groove Jones VR Materials

Groove Jones VR Materials

Initial environment design block out

Final interior. Walls & Furniture intentionally left blank for the user to apply materials in VR.

Overview of most materials

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