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3D Computer Animation Fundamentals Immersion

Unreal Engine – Immersion Project – 10 – More More Wallpaper

Looking at my initial normal map for the wallpaper material, it’s honestly pretty subtle – I went with a predominantly blueish base which means most of the surface stays relatively flat. The network of fine cracks and imperfections I scattered throughout will catch light at sharp angles, but they’re intentionally understated.

I kept the height variations minimal here since I wanted the base wallpaper material to feel worn but not completely deteriorated. Those thin lines create just enough surface disruption to break up that perfectly flat look you’d get from a plain normal map.

This revised normal map is working way better for what I need. The noisier, more varied surface gives me those nice light-catching moments without having to push my mesh displacement so hard.

I particularly like how the noise pattern has this almost fabric-like quality – it’s giving me that subtle wallpaper texture I wanted without being too obvious about it. The way it transitions between higher and lower areas feels more natural than the crack patterns I was using before.

Here I play around with UE’s modeling feature, displacing the wallpaper to make it look worn, like it’s falling off the wall it’s been pasted onto. This screenshot was taken before I updated the normal map and so I relied a bit on geometric displacement. However, it worked well together with the normal.
(moving into the future a bit here) The shadows casted from a single light source really creates a sense of much needed depth to an otherwise flat scene component.

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