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Level Design · 2019

CS:GO Dust 2 Reskin

Personal reskin of de_dust2 — blockout, concept overpaint and a full asset set.

3DS MaxSubstance PainterPhotoshopUnity View on ArtStation
Reskinned Dust 2 — final in-game render
Role
3D Artist / Level Artist
Team
Solo
Duration
Personal project
Year
2019

I wanted to build my own version of the most famous Counter-Strike map, de_dust2, using 3Ds Max and Substance Painter.

Process

  1. Analysis — studied the structure of Valve's original map.
  2. Blockout — rebuilt that structure, walked through it in-engine and took screenshots from key positions around the map.
  3. Concept — painted over those screenshots in Photoshop to add detail and settle on the final look. That paintover doubled as the asset plan: it told me exactly how many props I needed.
  4. Assets — sculpted them in 3Ds Max, textured in Substance Painter.
  5. Assembly — map, terrain and lighting built in Unity.

The gallery below ends with a quick before/after comparison of the map.

Gallery

Behind the scenes

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