Projects
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
Final render — the tunnel
3ds MaxUnity
Role
Environment Artist
Context
Personal project
Team
Solo

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.

Map layout with the screenshot points

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.

Paintover concept — the tunnel
Paintover concept — the storage room

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:

Paintover concept — the tunnel
Final render — the storage room
Paintover concept — the storage room
Final render — the courtyard
Final render — the dark corner
Final render — the overgrown room
Final render — crates and consoles
Final render — the lockers
Final render — the tree hall
Final render — the jungle site
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© 2026 Oscar Villalobos