Photorealistic Wallpapers & Upholstery in UE4
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I have being working in the AAA industry for tha last 3 years and the crunch is what is forcing me to find something else to do in life even if I love 3d. Some places may be more respectful with their employees but in my experience the crunch is even calculated in advance cause they know the workers will accept that. Some people is very passionate and don´t mind to do it and that is fine but a lot of people have families and they want to build a healthy environment with them or other goals outside the working ours. Not to mention non-payed overtime and other abuses I faced. Hope this industry fixs this problem.

by uuuuuuuuuuuuuuuu
14 hours ago


by BakingSoda
1 days ago

Those tilesets are sexy. Seeing new tilesets is like getting introduced to a new lego set.

Photorealistic Wallpapers & Upholstery in UE4
25 May, 2017
The guys from Groove Jones 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 elements of Zaha Hadid’s architectural design. 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 you can 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 with a mix of techniques including; photo-sourcing real samples, hand-painting custom details and procedural generation in UE4’s material editor.

Two tone mask upholstery

Designed and built the environment blockout. The world lighting and detail was created by an external artist, Steve Allen. We worked closely in the process of modeling, materials and lighting meeting strict requirements of the client.

Chris Holden 

Check some of the details on the material work below: 

 Two tone mask master. Note: Transition function (see below and UI controls (for how material picked with Vive controllers) added to all Masters.
Wallpaper with controllable UV scale, rotation, color, roughness per layer.
Individual layer scale & rotation master material.

Four mask & base color selector master material.

Transitional Material Effect. Created as a Material Function added to Master Materials. When a new materially is applied in-game, this effect travels across the surface replacing the previous material with new selection.

Magic Sparkle Transition Material Function.

Initial environment design blockout

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

TRI-KES – Space Design


Overview of most materials

You can find more details on the project here

Source: Groove Jones

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