
Model a dungeon door from block out to final state, shaping the arch with stone and thickness, adding wooden beams, iron pieces, and a door handle with pillar-inspired consistency.
This lecture guides you through refining a stylized dungeon door: cleaning up geometry, repairing arches, aligning planks, and preparing UVs for export to 3D code to show the door opening.
Finish the pillar by sculpting stone ornaments, applying bevels, trims, and clean outlines. Prepare for texture baking onto a low-poly model in the next module by detailing ornament edges.
Export the model and plane to create a tiling wall texture, rotate blocks at borders for natural variation, and prepare heightmap and ambient occlusion for the texturing phase.
Learn how to bake a stylized dungeon pillar from high poly to low poly, splitting ornaments, creating cages, and baking normals and ambient occlusion maps for game engines.
Break down tiling textures and bake a tileable brick texture for a stylized dungeon by decimating the mesh, tiling bricks on a plane, and baking normal and ambient occlusion maps.
Wrap up the pillar paint by refining metal details with hard light, bright highlights, rust, and stone color variation for vivid texture.
Add larger light and shadow details with two layers—lights at 50 percent overlay and shadows at 50 percent multiply—to deepen door texture, then enhance wood, metal, and stone textures.
Apply metal detail to the door with layered hard light, darker and brighter spots, rust, and sharp edges to create a polished, stylized dungeon look.
Render the stylized dungeon in Marmoset by applying textures and materials, setting up lighting with blue and red accents, and placing doors, holes, and scene props.
In this course we will be going through the process of creating a small stylized dungeon environment from the blockout stage to the final presentation. I will be guiding you through the process of modeling the low poly assets and show you different techniques of UVing. We will then take our assets into ZBrush where I will be showing how to define all the materials that you will find in this environment. We will use some of the ZBrush sculpts to render tiling texture flats that we can composite in Photoshop. I will then be guiding you through the process of painting the textures for a few assets so you can reproduce this process for the remaining models. Finally, we are going to set up a scene in Marmoset for the final presentation. By the end of this course, you should be able to create and understand the workflow that I use to create stylized environments like this one.
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Tobias Koepp is an accomplished environment artist in the games industry. He started his career as a student in the Netherlands where he had the chance to work as an intern at Guerilla Games for about half a year. He is now currently working on his first full-time job as a 3D artist at an outsourcing studio in Spain. I’ve always been fascinated by hand painted and stylized art and work hard to turn this passion into a job.