Something I've noticed with Daz asset designers is that a lot of them have a tendency to be rather 'extra'. And not in good ways. So for environments I'll usually take out the stuff I find distracting or doesn't fit the idea I have in my head. Or even just pull bits from a few different set ups to come up with something new.
There have been a number of times where I really wonder where they came up with their designs decisions. Your comment about the wall art is a good example. I've been trying to find good looking arcade cabinet models for an idea I have (I've found them in other formats, but they take work to play nicely). The ones that have been officially released in stores make me go "Uh... did you use like... ANY reference material at all? Have you actually seen any arcade games?"
Yeah, I am with you on that one. I don't mind the fact that there are pictures on the wall, as most coffee shops do decorate that way, but just not with the poor choice of ones they picked. I often strip out elements to make things render faster. On the arcade cabinet situation, you may need to take one that has questionable artwork, then find pictures of the "real" ones and sub the surfaces so that you put good art on the shell of the game with lousy art. That's one way to go about it.
You also might want to check out these models being shared for free over at
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. Genuine copies of Donkey Kong, PacMan, Asteroids, and Space Invaders.