A reimagined version of Counter-Strike's de_dust2, built to practice a complete environment pipeline — from analysing the original map to lighting it in-engine.
Analysis and blockout
First I studied the structure of Valve's original map. Then I built a blockout of it, walked through it in-engine and took screenshots from key points of view.
Paintover
I painted over those screenshots in Photoshop to add detail and sketch how I wanted the finished map to look. That told me exactly how many assets I needed to build it.
Assets
With the concept ready, I made the asset list, modeled everything in 3ds Max and textured it in Substance Painter.
Assembly and lighting
The terrain, the map assembly and the lighting were done in Unity. Here are some final in-game renders next to the paintovers they came from:

