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Zoom in Individual Images for Detail
This asset was textured using a proprietary RGBA PBR shader for Substance Painter and Unity, which limits all surface color to four packed channels. To work within those constraints, I combined a subtle curvature layer with two custom alpha masks to drive grayscale albedo overlays.
The curvature wasn’t used for stylization. Instead, I applied it selectively to control brightness across specific elements, including the cup’s facial carvings, the frosted surface of the ice, and the lime’s side details. This allowed me to introduce tonal differences and material separation that the shader does not natively support.
By using curvature to influence the color values, I was able to push more depth, temperature variation, and surface interest into the asset while still remaining inside the shader’s strict limitations. This workflow demonstrates clean problem-solving, efficient texture planning, and the ability to deliver production-ready results for both hard-surface and organic components.
- Sketchfab version shown with PBR mats.