Sci-Fi Room – Texturing

All the textures for this project have been done inside of Maya using aiStandardSurface shaders.

Only few assets are UV mapped since I made most of the textures by hand inside of Maya.

The overall look is dark and gloomy, futuristic and cold. All the materials are either stone or metal.

I created a Feedback form from which the feedback I got was that my texturing is a bit off. I realised that it was too clean and boring so I tried to improve. The form can be seen here: https://docs.google.com/forms/d/1vbH9SFqSfn8XsdRtiPx5OVTwuMMCCYMrADTXOaAdSfU/edit

Initial texturing.

Using the aiStandardSurface material and adjusting mostly metalness, specularity, roughness and emissive, I created each texture by hand.

The Wall is with small details and have a rough used metal look. The wall details are reflective pinkish mirror-like elements.

Floor is also a rough-looking metal with grid-like surface. In order to the texture to look decent, I UV mapped the floor:

The window is made of glass and I used the glass preset inside of Maya for this Texture.

The door is a simple blueish metal material that has blue emissive details to simulate neon lights.

The floor and ceiling lights have an emissive material attached to them together with the mesh light to make them look like neon lights.

The TV has a brass-looking material and the screen is an emissive texture with a lot of noise to imitate the static picture of old TVs when the movies are not on.

The furniture materials are all -like and cold. The sofa/bench has a cold and hard leather-like surface. The table and the shelving unit are of white marble-like stone which I created with using the noise texture that serve to accentuate the dark metallic environment.

I UV mapped few things for some of the textures to look better. I UV mapped everything using a “create automatic” mode and in few parts used the cut/sew tools for the maps to work better.