I tripple (uh?) that, right now it's looking kind of like one of those Architecture App results, plain theory, no ambiance (the total views). Of course lightmapping is missing, a sunlight would make it look much better.
obviously tiling textures can be disguised by placing some objects on them, eg: some barrels and crates :).
Additionally, personally I came away from using too much (or only) x and y tiling textures. Instead I use Textures that fit the height of stuff (eg. walls, objects) and tile them horizontally only (floor is usually an exception). So I can control the amount of weathered, rotten or dirty appearence of the bottom and top of things. Of course it forces me to scale the texture for every wall etc. individually, but it's worth the troubles. Plus: it will disguise bleeding edges of lightmaps nicely under some amount of natural "dirt of edges, corners etc."
You may have clean proper interior, but outside there usually IS dirt and dust.
obviously tiling textures can be disguised by placing some objects on them, eg: some barrels and crates :).
Additionally, personally I came away from using too much (or only) x and y tiling textures. Instead I use Textures that fit the height of stuff (eg. walls, objects) and tile them horizontally only (floor is usually an exception). So I can control the amount of weathered, rotten or dirty appearence of the bottom and top of things. Of course it forces me to scale the texture for every wall etc. individually, but it's worth the troubles. Plus: it will disguise bleeding edges of lightmaps nicely under some amount of natural "dirt of edges, corners etc."
You may have clean proper interior, but outside there usually IS dirt and dust.