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Workshop

Designing Mechs in VR Using Medium

A Workshop
by Andre-Lang Huynh

A Workflow Built for Speed & Flexibility with Andre-Lang Huynh

beginner
3h 53m 49s
11 Lessons
A Workshop
by Andre-Lang Huynh
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Learn how to use Medium to quickly and efficiently craft hard-surface mecha designs for the videogame industry. Senior Concept Artist Andre-Lang Huynh has worked in video games for a decade, specializing in mecha and hard-surface design. The workflow taught in this workshop is the same one used by Andre to design characters, vehicles, and weapons for Gotham Knights, including the Batmobile and Batcycle.


In this 3.5-hour workshop, Andre-Lang shares his VR workflow in great depth and demonstrates the flexibility of sculpting in VR as well as the precision that you can achieve with simple yet effective tools. You’ll see exactly how he uses Medium to block out and refine his mecha before rendering the final design using KeyShot.


This tutorial is designed to be enjoyed by everybody from aspiring artists to industry veterans looking to modernize their approach and add the power of VR to their arsenal. After completing this tutorial, artists should be able to quickly use Medium and KeyShot to create tangible and functional designs of their own. As a concept artist whose workflow has evolved from entirely 2D through adding 3D and is now almost exclusively VR, this is a fascinating workshop for 2D and 3D artists alike who are looking to add to their skillset and master VR sculpting tools.


The workshop also provides helpful brushes and kitbash parts to support the sculpting of mechanical and hard-surface designs with ease. Project files include Andre’s brush pack, kitbash pack, Medium scene file, and KeyShot materials.

11 Lessons

01Introduction to the VR Sculpting WorkflowFree

This VR-based design workflow represents a significant evolution in concept art, bridging the gap between traditional 2D concept art and 3D production assets. By leveraging Medium's intuitive VR interface, artists can maintain creative flow while producing immediately useful 3D models for production teams. Andre-Lang's approach demonstrates how emerging technology can streamline creative workflows without sacrificing artistic freedom or professional quality.

Duration: 2m 14s

Introduction to the VR Sculpting Workflow
02Gathering References

This lesson demonstrates a methodical approach to concept art development through strategic reference gathering. By categorizing inspiration sources and identifying specific elements to extract from each, Andre-Lang establishes a framework for producing original work that builds upon an established design process. His emphasis on combining functional design principles with high-quality visual execution demonstrates a mature understanding of effective mech-design methodology.

Duration: 2m 22s

Gathering References
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03Basic Tools in Medium

This lesson establishes the foundational knowledge needed for VR sculpting in Medium, emphasizing that, despite the software's simplicity with just a few core tools (Sculpt, Move, Paint), complex mechanical designs are achievable through proper technique and workflow organization. Andre-Lang’s systematic approach to explaining both basic controls and advanced features provides artists with a solid framework for creating detailed mechanical sculptures in virtual reality.

Duration: 22m 10s

Basic Tools in Medium
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04Blocking out the Frame

This lesson emphasizes the importance of establishing a solid foundation before diving into details when designing complex mechanical subjects. Andre-Lang’s approach of working loosely with separate layers and constantly adjusting proportions demonstrates how digital tools can facilitate rapid iteration and experimentation. The focus on functional design considerations and the strategic placement of detail shows that successful mech design requires both artistic sensibility and mechanical logic.

Duration: 28m 45s

Blocking out the Frame
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05Building the Armored Shell

This lesson demonstrates a systematic approach to adding complexity and visual hierarchy to mech designs through layered construction. By separating the internal frame from external armor and maintaining clear material distinctions, designers can create more believable and visually interesting mechanical designs. The process emphasizes balancing detail with overall readability while leveraging the unique characteristics of voxel-based modeling tools.

Duration: 27m 50s

Building the Armored Shell
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06Detailing Pass

This lesson emphasizes that effective mech detailing is about strategically placing functional-looking elements rather than exhaustive mechanical engineering. Andre-Lang's key technique lies in balancing visual interest with production efficiency, using implied detail and smart reference usage to create believable mechanical designs. The instructor advocates for a methodical approach: establish major forms first, then progressively add detail passes while maintaining consistent scale and logical attachment points throughout the design.

Duration: 49m 28s

Detailing Pass
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07Polish & Focus Pass

This lesson emphasizes that successful mech design goes beyond just adding detail everywhere; it requires thoughtful consideration of visual hierarchy and focal points. Andre demonstrates how the strategic use of lighting, color accents, and functional details can transform a uniformly detailed model into a compelling design that effectively guides the viewer's attention. Andre-Lang discusses how the key is that restraint and purposeful design decisions often produce better results than simply adding more complexity.

Duration: 23m 39s

Polish & Focus Pass
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08Kitbashing Workflow in Medium

Kitbashing in Medium is a powerful technique that dramatically speeds up the concept design process by allowing artists to quickly combine pre-made elements into complex forms. The key to success lies in proper organization, starting with rough sketches for guidance, and maintaining discipline around detail control. This approach enables rapid iteration and exploration while building a solid foundation for further refinement and detailing phases.

Duration: 24m 21s

Kitbashing Workflow in Medium
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09Posing & Exporting the Mech

This lesson demonstrates the crucial pre-rendering workflow for 3D mech models, emphasizing that proper organization and posing can transform a static model into a dynamic character. The process requires careful layer management and strategic part grouping to create a poseable figure while remaining aware of software limitations. Andre-Lang demonstrates how the final posed mech has significantly more visual impact and storytelling potential than an original symmetrical stance, setting up the model for successful rendering in KeyShot.

Duration: 19m 10s

Posing & Exporting the Mech
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10Rendering in KeyShot

This lesson provides a comprehensive guide to professional 3D rendering in KeyShot, emphasizing both technical efficiency and aesthetic quality. The combination of appropriate material selection, strategic lighting, and thoughtful presentation formats creates compelling visualizations that effectively showcase design details. The turntable animation approach adds tangibility and professionalism to 3D presentations, while the platform-specific formatting considerations ensure optimal viewing experiences across different media.

Duration: 19m 16s

Rendering in KeyShot
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11VR Sculpting Outro

This final lesson emphasizes how mastering 3D concept art is less about complex tools and more about understanding design principles and developing efficient workflows. Andre-Lang advocates for using voxel-based sculpting as a form of "3D sketching" that prioritizes speed and creative energy over technical perfection. By combining simple tools with strong foundational knowledge of how things function in reality, artists can quickly translate ideas from their imagination into compelling 3D concepts.

Duration: 14m 34s

VR Sculpting Outro
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Primary tools

For this workshop you’ll need:

KeyShot
Adobe Medium

* 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 a complete digital sculpting and rendering project. Inside, you'll find:


  • Sculpt files (.sculpt) – Two main digital sculpture projects that you can open and modify in your sculpting software
    - Keyshot materials (.kmp) - Pre-configured material library for professional rendering and visualization of your models
    - Stamp collections (.rar archives) - Two comprehensive brush stamp packs (MN-Kitbash-Stamps and MN-Fundamentals-Stamps) for detailing and surface texturing
    - 3D assets & meshes - Preview models and asset files that support the main sculpting projects, plus additional segment files for extended practice

Skills Covered

Who’s this Workshop for?

This workshop is designed for concept artists, game designers, and 3D artists working in the video game industry who want to specialize in mecha and hard-surface design. Aspiring artists and professionals looking to modernize their workflow will benefit from Andre-Lang Huynh's decade of industry experience.


Industry veterans seeking to add VR sculpting to their skill set will find this particularly valuable, as will traditional 2D artists looking to transition to 3D workflows. The comprehensive approach makes complex VR tools accessible while demonstrating professional-grade techniques used in major game productions such as Gotham Knights.

Learning Outcomes

By completing this workshop, artists will master a complete VR-to-render pipeline for creating professional mecha designs using Medium and KeyShot.


Key skills include:

  • How to efficiently block out mecha concepts using Medium's VR sculpting tools.
  • How to refine hard-surface details with precision using simple yet effective brushes.
  • How to utilize kitbash parts and custom brushes for mechanical design workflows.
  • How to transition seamlessly from VR sculpting to professional rendering in KeyShot.
  • How to create tangible, functional designs suitable for video game production pipelines.
  • How to integrate VR sculpting into existing 2D and 3D concept art workflows.
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Workshop
Designing Mechs in VR Using Medium
A Workflow Built for Speed & Flexibility with Andre-Lang Huynh
A Workshop by Andre-Lang HuynhSenior Concept Artist at WB Games Montreal
beginner
3h 53m
11 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 merges the flexibility of sketching with the power of 3D, allowing for 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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