I wanted to build my own version of the most famous Counter-Strike map, de_dust2, using 3Ds Max and Substance Painter.
Process
- Analysis — studied the structure of Valve's original map.
- Blockout — rebuilt that structure, walked through it in-engine and took screenshots from key positions around the map.
- 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.
- Assets — sculpted them in 3Ds Max, textured in Substance Painter.
- Assembly — map, terrain and lighting built in Unity.
The gallery below ends with a quick before/after comparison of the map.

