Developed as part of the asset range of AlchemisTeddy, this set of bottles combines hand-painted and shader-driven approaches. Five bottles have subtle shading variations, each featuring a specific hand-painted detail. In addition, two bottles use a custom shader created by the programmer.
The shader was designed with flexibility in mind: it simulates a nebulous liquid that can be adjusted for fill level, allowing the same model to represent multiple potion types. The artist provides custom noise textures, which are integrated into the shader to ensure visual differentiation across the bottles.
This workflow highlights how art and code decisions were made together to achieve both creative direction and technical efficiency. The bottles are optimized for real-time use and form part of a larger playable project (WIP).
🎨 The Artist
💻 The Programmer