With a locker room, you can easily get into “Halo” syndrome where every object looks too close to one another. While it would be okay in a scene like mine where obviously 24 different lights don’t need to look different from each other, in a scene like yours, it CAN visually repeat quite easily. My suggestion is to create a more in depth locker, setting a tri target for about 150-200 polygons. This is for the inside and outside. Don’t be afraid to cut some holes in the door, model the lock, or even model an inside. From there, look into creating a random array of various paper and picture “stickers” to throw randomly on the lockers themselves. Have some open, some closed. Make it appear like it’s not just a locker room but rather one that has fallen apart from years of no use. That will be your best shot with you scene. Make it more varied.
I mean, looking at the layout of your scene, you have a hell of a lot more space to go wild with polygons than textures.