Stylized Tavern Mugs & Spill System - Dynamic 3-Tone Liquid Shader & 1-Click PBR/Unlit Switch

Hey everyone!

We recently launched Enigma 3D, a two-person studio focused on building turnkey, game-ready props and environment kits that drop cleanly into a live project hierarchy without extra cleanup.

For our first release, Stylized Fantasy Mugs, Potions & Spill Decals, we wanted to go beyond static tavern cups and build a versatile set-dressing system rooted in strong artistic fundamentals and flexible technical execution.

:link: Check out the pack on Fab (UE 5.4 to 5.8 + Source FBX/Textures)


:artist_palette: Artistic Fundamentals First: The Painterly Base Color Approach

A common pitfall in modern stylized 3D art is relying too heavily on engine lighting, normal maps, and roughness channels to do the heavy lifting over a flat albedo texture. When building this pack, we prioritized traditional artistic fundamentals first: establishing clear value hierarchies, warm-to-cool color gradients, readable edge highlights, and deliberate brushwork directly inside the Base Color (_BC) map.

Designing the Base Color so that it stands completely on its own does two things:

  1. Stronger Stylized Visuals: Even under complex dynamic lighting, a rich, self-sufficient diffuse map gives stylized props weight, material read, and hand-crafted character that procedural filters alone cannot replicate.
  2. True Modular PBR / NPR Flexibility: Because the Base Color texture already reads as a finished painting, turning off the PBR channels does not leave you with a flat, unfinished-looking mesh. Instead, toggling Use PBR Maps in the Material Instance lets you switch seamlessly between a pure Handpainted / Unlit (NPR) look and a Stylized PBR setup that layers subtle normal relief and specular control on top of that solid painterly foundation.

:hammer_and_wrench: Technical Workflow & System Features

  • Modular Vessel & Spill States: Instead of forcing level artists to manually align liquid planes inside cups, the 3 core drinking vessels come pre-assembled across 7 static mesh states (Empty, Full, and sculpted 3D Foam topper variants) paired with 5 deferred spill decals so you can swap states in a single click.
  • Single-Mask 3-Tone Fluid Shader (512px): To keep texture memory light while allowing endless drink variations (ale, wine, milk, or glowing alchemical potions), each liquid surface is driven by a single 512x512 grayscale mask. The Master Material splits the mask into independent color pickers for Deep Liquid, Subsurface, and Foam/Swirl Accents, layered over a BumpOffset parallax interior and an optional emissive toggle.
  • Production-Ready Hierarchy: Every mesh includes 3 LODs, Auto Convex Collision for physics simulation, clean lightmap and liquid UV channels, and an organized folder structure ready out of the box for Unreal Engine 5.4 through 5.8.

:framed_picture: Renders & Breakdown


We would love to hear what you think of both the painterly texturing approach and the shader setup! If you have any questions about our texturing workflow or how the 3-tone fluid mask and PBR/Unlit switch are wired up, feel free to ask below.