Environments

All environments were created in Unreal Engine 5

Patisserie

The Terror

My name is Megan Sturdivant, but I go by the alias Orbitkat online.I am an artist from Atlanta Georgia.
I create traditional, digital, and 3D art. I also have an interest in writing.
With digital art I specialize in backgrounds/environments and animals (particularly cats!). I also dabble in some 2D animation.
With 3D art I specialize in stylized mid-poly, hand painted textures, and NPR style though I am capable of low poly and realism as well.
I have experience with game development and blueprint coding in UE4 & UE5.I graduated with a bachelors in astrophysics and it serves as a strong influence over all of my work.

Contact

Song used is "Easy Lovers" by Piero Piccioni

Software Used

Process Timelapse

Variation of Props using World Position Shaders


To achieve variation in the decor, I created a world position shader for the coffee bags, tea tins, and the flavor syrup bottles. This works by driving a flipbook animation with the world position, where the flipbook animation simply moves to the next UV tile in the image. This works with albedo and any other non-color images such as roughness, metallic, ambient occlusion, and normal. In my case I used a base color texture and a corresponding roughness texture.

Hand Painted Textures

For all of the food items, I created hand painted textures. The models themselves are low to mid poly. With this low poly count and the NPR textures, I was able to achieve a cute and more interesting style.

In total I made 19 different desserts. This took just a couple of days as I was able to make different looking desserts utilizing the same geometry but different texturing. I was able to fit most of the dessert UV maps on a few base color textures, reducing texture loading in Unreal Engine. Base color textures were saved as PNG files where transparency was utilized such as in the example of drips of chocolate down the smore's cake. A few roughness textures were used where necessary.In the case of the espresso machine, I was able to utilize a packed ARM where the metallic and roughness textures were stored in the red and blue channel respectively.