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Design Mechs in VR Using Substance 3D Modeler
Workshop

Design Mechs in VR Using Substance 3D Modeler

A Workshop
by Andre-Lang Huynh

Professional Concept & Sculpting Workflow with Andre-Lang Huynh

intermediate
00h 31m
3 Lessons
A Workshop
by Andre-Lang Huynh
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In this concise workshop, Senior Concept Artist Andre-Lang Huynh demonstrates his complete workflow for designing and sculpting a mech from scratch using Adobe’s Substance 3D Modeler. Created for concept artists, hard-surface artists, and anyone interested in VR sculpting, Andre’s workshop focuses on the design process for developing strong mechanical concepts and showcases how virtual reality can be integrated into a professional production workflow.

Beginning with simple geometric forms, artists will learn how to establish clear proportions, silhouettes, and shape language before gradually building complexity through secondary and tertiary forms, articulation, armor plating, color, and surface detail. Rather than simply demonstrating software features, each stage of the project is approached from a design perspective, with an emphasis on explaining the reasoning behind every major decision.

Along the way, artists will discover many of Substance 3D Modeler's core tools and features, including primitive shapes, sculpting brushes, booleans, layers, materials, stamps, symmetry, angle snapping, and reusable kitbash elements. The workshop also explores how VR can be used to rapidly iterate on ideas, evaluate forms from every angle, and maintain a fast, intuitive workflow throughout the design process.

Once the sculpt is complete, Andre moves into KeyShot, where he shows how to export the model, use Material IDs to quickly assign materials, build a simple lighting setup, and produce polished presentation renders.

By completing the workshop, artists will have a completed mech design and a practical workflow applicable to a wide range of hard-surface and concept design projects. 


Project files include the completed Substance 3D Modeler scene, allowing artists to examine the final sculpt, study the project's organization, and follow along with the techniques demonstrated throughout the workshop.


3 Lessons

01Designing a Mech in Substance 3D ModelerFree

This workshop begins with an introduction to Andre-Lang Huynh’s overall workflow before he jumps into the initial blockout. Starting with simple geometric forms, he shows how to establish the mech's proportions, silhouette, and overall design language while becoming familiar with Substance 3D Modeler's core sculpting tools. Throughout the lesson, his focus is placed on shape hierarchy, iteration, and the design decisions that drive the project.

Duration: 11m 41s

Designing a Mech in Substance 3D Modeler
02Refining & Detailing a Mech DesignFree

With the primary forms established, Andre’s second lesson focuses on refining the design by introducing secondary and tertiary shapes, articulation, armor plating, color, and mechanical details. Artists will also learn how to use reusable stamps, kitbash elements, Material IDs, and other workflow techniques to efficiently add complexity while maintaining a clear and readable design.

Duration: 16m 40s

Refining & Detailing a Mech Design
03Rendering a Mech Sculpt in KeyShotFree

The final lesson in this short workshop covers exporting the completed sculpt to KeyShot and preparing it for presentation. Artists will learn how to use previously assigned Material IDs to quickly assign materials, build a simple lighting setup, adjust cameras and render settings, and create polished presentation images suitable for portfolios, client work, or personal projects.

Duration: 2m 59s

Rendering a Mech Sculpt in KeyShot

Primary tools

For this workshop you’ll need:

Substance 3D Modeler
KeyShot

* Note that these programs and materials will not be supplied with the course.

Project Files

When you download the workshop files, you'll get access to Andre-Lang Huynh’s completed Substance 3D Modeler scene, allowing artists to examine the final sculpt and study the project's organization. Inside, you'll find: 


MechNuggets Project — Andre’s final Substance 3D Modeler mech sculpt for artists to study and follow along with the techniques demonstrated. 


zip
ALH02_ProjectFile.zip
167.84 MB
Subscribe for Project Files

Skills Covered

Who’s this Workshop for?

This workshop is aimed at intermediate to advanced concept artists, hard-surface artists, and 3D designers who want to incorporate VR into their concept design workflow. While some familiarity with 3D art fundamentals is recommended, previous experience with Substance Modeler is not required, as the tools and workflow are introduced throughout the project. 


Artists with a background in traditional concept art, digital sculpting, or industrial design will benefit from the design principles discussed, including shape language, visual hierarchy, proportion, iteration, and efficient decision-making. The techniques demonstrated can be applied to a wide range of hard-surface subjects beyond mechs.


Learning Outcomes

By completing this workshop, artists will feel confident using Substance 3D Modeler to concept and sculpt mechanical designs with a practical workflow that can be applied to a multitude of hard-surface and concept design projects. 


Artists will learn how to:


  • Design a mech from simple geometric forms using a structured, production-oriented workflow.
  • Build stronger silhouettes through shape language, proportion, and visual hierarchy.
  • Use Substance 3D Modeler's core sculpting tools to rapidly iterate and refine mechanical designs.
  • Create reusable stamps and kitbash elements to speed up detailing and improve consistency.
  • Apply color, surface detail, and articulation to create believable hard-surface designs. 
  • Develop a practical VR concept design workflow applicable to hard-surface and mechanical projects.


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Workshop
Design Mechs in VR Using Substance 3D Modeler
Professional Concept & Sculpting Workflow with Andre-Lang Huynh
A Workshop by Andre-Lang HuynhSenior Concept Artist at WB Games Montreal
intermediate
00h 31m
3 Lessons
Instructor Andre-Lang HuynhSenior Concept Artist at WB Games Montreal

Andre-Lang Huynh is an Advanced Concept Artist at Warner Bros. Games Montreal with over 15 years of experience in the video game industry. Specializing in mechanical and hard-surface design, he creates characters, vehicles, and props with a focus on precision, functionality, and visual storytelling.

Andre has contributed key designs for Gotham Knights, including iconic assets such as the Batmobile, Batcycle, and Mr. Freeze. Beyond traditional concept work, he has developed a VR-based workflow that combines the flexibility of sketching with the power of 3D, enabling more dynamic ideation and rapid iteration in the creative process. His work blends technical expertise with imaginative design, helping bring complex game worlds to life.

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  • Andre is undoubtedly one of the top mech, hard-surface, and sci-fi designers today. His designs possess an irresistible tangibility, leaving you yearning to touch them. Seize this amazing chance to learn from a master of his craft, delve into his design process, discover new tools, and elevate your work to new dimensions.

    - Alex Figini
    Principal Concept Artist at Wushu Studios

  • Andre has a very fun and stylized mech style but still easy-to-understand details and intricate-looking shapes. His designs are simple yet effective. Highly recommend his tutorial for anybody trying to level up their mecha creations!

    - Dipo Mu
    Freelance Mechanical Designer

  • Andre-Lang makes mech design in VR feel effortless, intuitive, and genuinely fun. His work combines technical precision with bold creativity, resulting in designs that feel both authentic and visually striking.

    - Emerson Tung
    Art Director at id Software

  • Andre has a very fun and stylized mech style but with easy-to-understand details and intricate-looking shapes. His designs are simple yet effective. I highly recommend his tutorial for anybody trying to level up their mecha creations.

    - Dipo Muh.
    Freelance Mechanical Designer

  • Andre is truly one of the best mecha artists I know, exhibiting an innate understanding of mecha culture and a remarkable sense of hard-surface design. As a skilled professional and experienced virtuoso in the realm of virtual reality, Andre's tutorial seamlessly integrates his artistic prowess with technology, enabling you to unleash your creativity and explore the limitless potential of VR sculpting.

    - Prog Wang
    Art Director at Sunborn Network Technology

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