
I used a set of cobweb textures on polygonal planes. These textures are really detailed, creating a realistic spider web look, I just applied a grey vector color and changed it slightly for each texture variation to add depth.
I placed these planes strategically in the room corners – they’re just simple polygonal planes but the opacity masks do all the heavy lifting to create that web effect. Each texture has a different web pattern which helps avoid obvious repetition. The beauty of using planes with opacity is that it’s way more performance-friendly than trying to model actual geometric webs or use splines.

Looking at the content browser here, I’ve got both the base textures and their corresponding materials set up. The textures are essentially black and white patterns that translate perfectly into opacity masks – white areas become visible web strands while black areas become transparent. I tweaked the material settings to get that subtle light interaction just right – enough to make them visible without being too obvious.

I added these exposed cables running along the ceiling beams, just spline meshes following the natural contours of the beams. I like how they hang slightly between attachment points, giving them that authentic drooping power cable look. Using the ceiling light as a key reference point helps tell the story of the room’s electrical setup.
What really makes them work is how they interact with the lighting. I positioned the cables to cast these long, linear shadows that add another layer of detail to the scene. The shadows help break up the uniformity of the ceiling texture and create these interesting shapes when the light hits them at different angles.

I created this cable spline connecting the lamp to the outlet, making it follow a natural path along the floorboards. I used a simple spline mesh with a dark cable material, adding a slight sag in the middle to make it look properly weighted.

For the floor detail, I scattered some wood chip decals around – they create these subtle marks and scrapes that make the floorboards feel properly lived-in. I grabbed a tileable wood damage texture and created several decal variants from it. Each one shows different types of wear – little chips, scratches, and worn spots that you’d expect to find on old wooden flooring.
