
Begin a tutorial series on creating a stylish dungeon environment, from block out to final render in Marmoset, covering modeling, sculpting, and texturing.
Create a stylized dungeon environment in Maya, block out and model assets, set up UVs, and layout a six-by-four meter room with three-meter walls using a two-meter scale reference.
Block out the environment in Maya by laying out the door, pillars, wooden framing, wall panels, floor props, carpet, and modular beams to guide sizing, spacing, and later texture replacement.
Learn to model a stylized dungeon pillar by building a multi-part base, adding top ornaments, extruding and beveling edges, and aligning with the blockout to prepare for texturing.
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.
Thicken the door, add metal beams and spikes, and shape a sharp, arrow-like front. Create loops, bevel the exterior, merge vertices, and duplicate details for a symmetrical, attached doorway.
Model the walls by breaking wooden beams into modular parts for easier textural work later, align pieces with the door and pillars, and refine with bevels and brick detailing.
Finalize dungeon props by refining edge loops, extruding and shaping the barrel, and adding floor holes and a hanging chain, preparing tiling textures and lighting for the next module.
Explore two modeling techniques, sculpting, and texture work for stylized dungeon assets, preparing you to paint and render the complete scene in the next module.
Texture the pillar with a 20 by 20 tiling checkered material, then uv project from six planes and pack seams for normals baked in xnormal.
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.
Discover how to unwrap and pack UVs for a stylized door by clearing seams, splitting pieces, generating UV layout, exporting to Maya, reassembling the door, and preparing it for sculpting.
Create base measures to sculpt floor and wall textures in the new engine, adjusting subdivisions and tiling to ensure seamless grid-aligned pieces; export height maps and color variations.
Import the pillar, increase subdivisions to a high-resolution model, and merge into a single object with auto groups. Prepare materials and subdivide to about 2.5 million polygons before sculpting.
Learn to sculpt stone pillar edges by adding damage with trim dynamic brushes, masking, and careful isolation of pieces. Preserve original shapes for baking normals and low-poly workflow.
Refine pillar details by iterating with subdivisions, cleaning edges with trim and bottlebrush brushes, and maintaining clean facets while varying brush sizes for surface variation.
Add smaller details to the pillar by sculpting cracks, edges, and ornaments on the bottom, top, and middle, using specialized brushes and alpha masks to create stylized dungeon textures.
Learn to sculpt a stylized dungeon door by refining uvs and mirrored textures, deleting duplicates, and shaping wood, stone, and metal details with dynamic brush, lazy mouse, and masking.
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.
Explore baking and painting textures from high-poly models created in zebra's, crafting a texture from renders in Photoshop, and painting the pillar with stone and metal materials.
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.
Separate the door into wood, arch, and hardware, merge parts for clean uv layouts, and bake normal and ambient occlusion maps to ensure artifact-free results.
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.
Composite heightmap, cavity, sketch, normals, and ambient occlusion to create a stylized tiling dungeon texture in Photoshop, using multiply and overlay blends with clipping masks and healing brush repair.
Organize texture workflow by grouping lighting and color map. Apply a base color, add normal map lighting, paint edges and cracks, and finish with sharpening for a wall tile texture.
Apply tilable texture techniques shown for stones to a wood texture, using base color, color variation, shadows with blue tones, and normal map adjustments for depth and contrast.
Separate model into pieces and export for painting in three code. Import and adjust the normal map, compute occlusion, then paint gradients, shadows, and highlights to build color and texture.
Paint the pillar by layering base colors with hard light, then apply highlights, shadows, and metallic accents using overlay and multiply, and finalize with occlusion and normal maps.
Wrap up the pillar paint by refining metal details with hard light, bright highlights, rust, and stone color variation for vivid texture.
In this wrapup overview, paint the door model, apply wood, stone, and metal textures, set up the final lighting and presentation, and prepare the scene for export to marmoset.
Learn to texture a stylized dungeon door by baking normals and ambient occlusion, fixing errors, and painting base colors, edges, and highlights with layered blending for wood and metal.
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.
Wrap up the door painting tutorial by detailing the stone texture with color variation, layer adjustments, and a final sharpen step in Photoshop to finish the stylized dungeon door.
Assemble the Maya scene, texture and sculpt wood beams, barrels, and stone props for Marmoset rendering, using tiling textures and lighting to reveal depth and normals.
Master the final composition in Maya by refining tiling with breaks, adding barrels and chains, and exporting to Marmoset with organized materials and textures.
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.
Adjust lighting and camera to finalize a stylized dungeon scene, using directional lights, shadows, and color cues. Learn to apply post effects, occlusion, and composition for a strong final render.
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.