
Source files and samples for Section 1
Block out treasure chest using a cube base and a cylinder lid, align on the grid with ortho views, and treat the model as multiple pieces rather than one mesh.
Refine the initial blockout into a finished mesh by shaping wood and metal pieces with extrude and scale, add straps and a hinge, and match the concept art.
Source files and samples for Section 2
Sculpt metal pieces using sub tools and dynamic brushes to carve edges, add scratches, oversell detail, store morph targets, and test materials for a polished game asset workflow.
Sculpt secondary details like straps, locks, and buckles using move brush, masking, and negative strokes. Add texture with clay build up, surface noise, and leather spray for a worn look.
Finish the treasure chest asset by using shadowbox to sculpt a cube in 3d space, adjust resolution, then repeat cohesive detailing across edges and back for an organic look.
Place bolts on the front and sides of the chest, duplicate and mirror them using Subtotal Master, then scale, rotate, and merge sections to complete the design.
Present your game asset by adjusting materials in Zebra's, using madcap wax, and rendering with BPR to produce a JPEG for quick approval to your art director.
Source files and samples for Section and 4
Refining topology for the treasure chest emphasizes vertex placement to preserve silhouette, especially corners, while creating a clean low-poly cage. Mirror, plan UV mapping, and ensure in-game readiness without over-decimation.
Decimate a high-res treasure chest in ZBrush using the decimation master plug-in, after splitting into lock, straps, and chest subtools, then export each part for topology and baking.
Import the ingame mesh, organize low and high resolution layers, and perform a test bake to preview normals, UVs, and texture results using auto map and transfer maps.
unwrap UVs for a treasure chest by exporting clean geometry, applying a Blinn material, and using checker textures with planar and cylindrical mapping to create crisp, well-fitted UVs.
Practice finalizing a treasure chest UV map by selectively unwrapping straps and the lock, projecting from camera, and organizing shells into zero-to-one space for consistent texel density and clean painting.
Master the high-poly to low-poly baking workflow in Maya, duplicating layers, separating pieces to avoid overlapping UV maps, and baking texture maps like the normal map and ambient inclusion maps.
Apply base colors to the treasure chest model, then refine textures after baking, and iteratively adjust straps, the lock, wood, metal, and leather colors to match the final vision.
Paint the diffuse map for the treasure chest by layering light and dark wood tones to separate planks, color-picking in HSP, and using AMAP as a guide while refining highlights.
Paint diffuse straps with a metal color, refine edges with highlights and shadows, and use overlays to break monotone texture while checking your work often to avoid costly mistakes.
Enhance wood textures by layering lighter and darker browns across the wood flow, adding shadows and highlights with new layers, blend modes, and color overlays to create depth and realism.
Refine metal and leather textures by painting highlights on edge details, layering color overlays, adjusting shadows and contrast, adding dirt and random marks, and finalizing textures with levels and sharpening.
Import a decimated strap mesh into 3D Coat, retopologize with points, faces, and strokes, and use extrusion and symmetry to craft clean quads. Export the topologies for game asset workflows.
In this tutorial series, we take you through the entire workflow of a treasure chest game asset from start to finish. We’ll be using Maya, Zbrush, Photoshop and even 3D-Coat to produce a great looking stylized treasure chest! We'll cover almost every step of the workflow with multiple softwares and workflows, and it's sure to propel your asset creation skills to the next level!
About the Instructor:
Jeff Parrott has been working professionally in the video game industry since 2005. He attended Full Sail University and has a Masters in Interactive Design and Game Development from Savannah College of Art & Design. His portfolio is www.environmentartist.com.