The Gnomon Workshop has launched a new training guide, “Design Mechs in VR Using Substance 3D Modeler,” featuring WB Games concept artist Andre-Lang Huynh. The course demonstrates a complete virtual reality sculpting workflow for hard-surface design, moving from basic geometric forms to polished renders in KeyShot.
VR Sculpting for Hard-Surface Concept Art
Traditional 3D modeling often relies on 2D screens to manipulate 3D space, but Substance 3D Modeler shifts this process into a virtual environment. Andre-Lang Huynh uses this VR approach to build mechs from scratch, starting with simple silhouettes before layering in secondary and tertiary details. This method allows artists to handle scale and proportion more intuitively than traditional mouse-and-keyboard workflows.
The workflow highlighted in the workshop covers several core technical features of the Adobe software. Huynh demonstrates the use of primitive shapes, sculpting brushes, and Booleans to carve out forms. He also utilizes layers, materials, stamps, and symmetry to maintain consistency across the mech’s design. For efficiency, the guide shows how to integrate reusable kitbash elements, which are pre-made parts used to speed up the detailing process.
Pro Tip: When designing complex vehicles or mechs, start with “blocking.” Establish your primary silhouette and proportions using primitive shapes before adding any high-frequency detail. This prevents structural errors that are difficult to fix later in the sculpting process.
Integrating VR Sculpting with High-End Rendering
A sculpt is only the first step in a professional pipeline. Once the mech is completed in Substance 3D Modeler, Huynh exports the model to KeyShot. This transition allows the artist to move from the creative “sketching” phase of VR into a production-ready presentation phase.
In KeyShot, the workflow focuses on three main pillars: assigning realistic materials, building a lighting setup, and producing polished renders. This combination of VR sculpting and traditional rendering allows concept artists to produce visuals that look like finished products while maintaining the speed of a rough sketch.
Did you know? Andre-Lang Huynh is an Advanced Concept Artist at WB Games Montréal. His portfolio includes the design of characters, props, and vehicles for Gotham Knights, specifically the Batmobile and Batcycle.
Industry Standards for Digital Concept Art
The shift toward VR tools like Substance 3D Modeler reflects a broader trend in the gaming and film industries to reduce the friction between an idea and a 3D model. By removing the barrier of a 2D interface, artists can iterate on complex hard-surface designs faster.
The Gnomon Workshop provides the completed Substance 3D Modeler scene as part of the project files, allowing students to analyze the layer structure and Boolean operations used by a professional at a AAA studio like WB Games.
Subscription and Access
The “Design Mechs in VR” guide is available to subscribers of The Gnomon Workshop. The platform offers access to over 300 tutorials with subscription tiers priced at $57 per month or $499 per year. Free trials are available for those looking to test the platform’s library.
Frequently Asked Questions
What software is used in the mech design workshop?
The workflow utilizes Adobe Substance 3D Modeler for the VR sculpting phase and KeyShot for materials and final rendering.
Who is the instructor for this course?
The course is taught by Andre-Lang Huynh, an Advanced Concept Artist at WB Games Montréal.
What specific VR techniques are covered?
The training covers primitive shapes, sculpting brushes, Booleans, layers, symmetry, and the use of kitbash elements.
Master Your 3D Workflow
Are you integrating VR into your design pipeline, or do you prefer traditional modeling? Share your experience in the comments below or explore more industry tutorials on our site.