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Workshop

Hard-Surface 3D/VR Mech Design

A Workshop
by Corey Gooch

Substance 3D Modeler, ZBrush & Blender Workflow with Corey Gooch

beginner
7h 30m 24s
15 Lessons
A Workshop
by Corey Gooch
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This workshop guides artists through the process of designing and sculpting a conceptual mech in VR using Adobe Substance 3D Modeler. ZBrush is used to fine-tune the model’s details, and the final presentation is taken care of in Blender.


Over the course of 7 hours, Corey Gooch, Visual Development Artist and 3D Specialist at Studio ARTILUS, discusses the fundamentals of sculpting in Substance 3D Modeler and walks through a series of videos detailing the creation of a carefully crafted autonomous mech. Beginner and intermediate-level artists will have the opportunity to learn Corey’s professional approach to reference collection and integration into Substance 3D Modeler. They will also explore all of the basics of its VR sculpting tools and discover detailed explanations of tools and techniques for achieving organic and mechanical forms. Corey also offers strategies for placing key design features and balancing functionality with form.


Moving into ZBrush, Corey demonstrates how to optimize the deforming components for rigging and texturing, and achieve the finer details that cannot (yet) be achieved in VR alone. Techniques for preparing your mech for animation, posing, and 3D printing considerations are also covered. In the final portion of the workshop, Corey jumps into Blender to provide a cursory and high-level overview of rigging, texturing, animating, and how to prepare models for 3D printing.


Throughout the workshop, Corey shares the thought processes behind why he designs the way he does and how his chosen tools work together to achieve his vision. Artists will gain helpful insight into Corey’s decision-making process, which focuses on functionality and effective problem-solving during a creative workflow. By completing this workshop, artists will have a solid grasp of at least 80 percent of the tools in Substance 3D Modeler and have sound insights into how to sculpt, refine, and bring their concepts to life using ZBrush and Blender.


Corey has provided his .smod raw sculpt file and ZBrush .cfg file as a downloadable resource with this workshop.

15 Lessons

01IntroductionFree

Corey introduces his workshop, which showcases an industry-tested workflow for creating professional sci-fi concept art and 3D assets. By focusing on Substance Modeler while integrating complementary tools, he aims to demystify the process of complex mechanical design. His real-world engineering experience, combined with years of concept art practice, positions him to offer valuable insights into achieving convincing sci-fi aesthetics.

Duration: 2m 47s

Introduction
02Overview of the Tools & Software Used

This lesson establishes an efficient pipeline that combines VR and traditional 3D tools to leverage their respective strengths. By starting with intuitive VR sculpting for rapid concept development and spatial understanding, then moving to screen-based tools for precision work and technical production, Corey demonstrates an efficient workflow that balances creative freedom with technical requirements. His approach enables concept artists to work more naturally during ideation while maintaining professional-quality output in the final stages.

Duration: 11m 13s

Overview of the Tools & Software Used
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03Research & Using PureRef

This lesson emphasizes that successful mechanical design stems from thoughtful research and planning rather than jumping straight into modeling. Corey's approach balances technical understanding with artistic creativity, demonstrating that moderate mechanical knowledge, combined with careful observation of real-world examples, produces more authentic designs than either pure imagination or exhaustive technical expertise alone. By organizing references systematically and planning design decisions in advance, artists can create functional-looking sci-fi assets that feel grounded in reality while remaining creative and original.

Duration: 13m 55s

Research & Using PureRef
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04Overview of Substance 3D Modeler

This lesson establishes that, while Substance 3D Modeler offers both desktop and VR workflows, each has distinct limitations and purposes. The desktop interface primarily supports file management, importing reference images, and rendering, while the actual modeling work is best performed in VR. Understanding these hardware requirements and workflow divisions is essential before beginning serious work in Substance Modeler, as certain critical functions are oddly split between the two interfaces rather than being available in both environments.

Duration: 12m 50s

Overview of Substance 3D Modeler
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05Substance 3D Modeler VR Tutorial

Substance Modeler offers a powerful VR-native approach to conceptual 3D sculpting with unique advantages over traditional desktop software, particularly in the freedom of movement and spatial manipulation. While the learning curve involves understanding multiple tool parameters and navigation systems, the software provides extensive control over voxel-based geometry creation and modification. Corey’s emphasis on the legacy interface and practical demonstrations of each tool's behavior provides a solid foundation for beginner users. He also discusses how some features, such as the flatten tool, can be problematic, and how certain interface elements (such as scoping sensitivity) may need refinement by the development team.

Duration: 47m 53s

Substance 3D Modeler VR Tutorial
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06VR Sculpt Session: Paint Tool

This lesson demonstrates that Adobe's VR-sculpting software offers powerful tools for 3D creation, but understanding the performance implications of different features is crucial. The distinction between destructive and non-destructive workflows, particularly with symmetry versus repetition modes, can significantly impact both creative flexibility and system performance. Customizing controller bindings allows artists to maintain their preferred workflows despite software updates, making the transition from other platforms smoother and more efficient.

Duration: 38m 33s

VR Sculpt Session: Paint Tool
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07VR Sculpt Session: Concept Sculpt - Part 1

This lesson provides an authentic look at the iterative, problem-solving nature of 3D concept sculpting in VR. Corey's process emphasizes exploring shapes through direct manipulation rather than precise planning, allowing the design to evolve organically while maintaining focus on silhouette and overall appeal. His teachings highlight that, ultimately, prioritizing visual impact during the conceptual phase while keeping practical considerations, such as 3D printing requirements, in mind for later refinement is the hallmark of a professional artist.

Duration: 40m 46s

VR Sculpt Session: Concept Sculpt - Part 1
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08VR Sculpt Session: Concept Sculpt - Part 2

This lesson showcases a professional hard-surface modeling workflow that successfully bridges digital design and physical manufacturing. Corey demonstrates how thoughtful planning around 3D printing constraints, combined with an iterative design process and systematic detail layering, can produce a complex mechanical model that is both visually compelling and practically producible. His emphasis on creating functional, believable components while maintaining artistic flexibility provides a valuable framework for anyone working on mech designs or printable models.

Duration: 33m 22s

VR Sculpt Session: Concept Sculpt - Part 2
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09VR Sculpt Session: Mid-Level Details Part 1

This lesson demonstrates a practical, iterative approach to hard-surface modeling in VR, emphasizing that complex mechanical designs are built from simple foundations through patient manipulation and refinement. Corey's willingness to show mistakes, crashes, and problem-solving (like fixing symmetry issues) provides valuable insight into the real workflow of 3D modeling. Rather than pursuing perfection in Substance Modeler, his approach focuses on establishing solid forms and silhouettes that will be further refined in ZBrush, showing how different software can complement each other in a production pipeline.

Duration: 27m 1s

VR Sculpt Session: Mid-Level Details Part 1
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10VR Sculpt Session: Mid-Level Details Part 2

This lesson demonstrates advanced VR sculpting techniques for creating a highly detailed mechanical creature using functional design thinking. Corey balances artistic creativity with practical considerations, constantly evaluating which details serve the final presentation versus which represent wasted effort. His workflow demonstrates effective use of instancing, Boolean operations, and sculpting tools to build complex mechanical systems that feel plausible and purposeful, setting up the model for final detailing and eventual export to ZBrush.

Duration: 34m 51s

VR Sculpt Session: Mid-Level Details Part 2
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11VR Sculpt Session: Final Details Pass

This comprehensive sculpting lesson demonstrates a professional workflow that balances artistic vision with practical considerations for 3D printing and rendering. Corey's approach emphasizes thoughtful, functional design where even small details have a theoretical purpose, from magnetic release mechanisms to safety features. His timelapse showcases proven techniques using booleans, primitives, and voxel-based sculpting. This brings the project to a point where it is ready for refinement in ZBrush and final texturing in Blender, with careful consideration of how the physical model will be printed, assembled, and rigged for animation.

Duration: 42m 1s

VR Sculpt Session: Final Details Pass
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12VR Sculpt Session: Export to ZBrush

This lesson demonstrates a practical pipeline for moving complex hard-surface models from Substance Modeler into ZBrush for final detailing. Corey's key to success is aggressive decimation during export, careful geometry management, and strategic use of ZBrush's sculpting tools to add details that would be difficult or impossible in Substance Modeler. While his process requires patience, particularly during 30-minute export operations and careful geometry cleanup, it enables the creation of highly detailed models suitable for both rendering and 3D printing.

Duration: 46m 4s

VR Sculpt Session: Export to ZBrush
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13ZBrush: Detailing & Rough Optimization

This comprehensive ZBrush lesson demonstrates a professional workflow for creating production-ready mechanical assets that balance visual detail with technical requirements. Corey explains the importance of the projection history technique, which allows artists to preserve intricate sculpted and painted details while creating topology suitable for rigging and animation. By mastering these techniques, particularly the interplay between high-poly detailing, vertex color preservation, and smart decimation, artists can create complex models that are both visually impressive and functionally practical for use in 3D rendering or printing workflows.

Duration: 42m 41s

ZBrush: Detailing & Rough Optimization
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14Overview of Blender Preparation & Presentation Files: Part 1

This lesson demonstrates an advanced production workflow for creating game-ready or animation-ready mechanical assets in Blender. Corey's emphasis is on efficiency through procedural techniques, smart file organization, and strategic use of high-to-low poly baking to balance visual quality with performance. While he is not an expert in every area (rigging, animation), his workflow represents practical solutions developed through years of experience, resulting in a functional pipeline for complex hard-surface character creation.

Duration: 34m 39s

Overview of Blender Preparation & Presentation Files: Part 1
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15Overview of Blender Preparation & Presentation Files: Part 2

This comprehensive final lesson demonstrates a professional 3D artist's workflow from digital model to physical print and animation. Corey emphasizes practical efficiency over perfectionism, particularly by leveraging organizational systems, strategic shortcuts, and hardware investments to maximize output quality while minimizing time investment.

Duration: 21m 48s

Overview of Blender Preparation & Presentation Files: Part 2
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Primary tools

For this workshop you’ll need:

Substance 3D Modeler
Blender
ZBrush

* 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 Corey Gooch's complete project setup with custom UI configurations and scene files. Inside, you'll find:


  • Configuration files (.cfg) – Pre-built UI setups for both 4K and 1080p displays, so you can match your screen resolution
    - Scene/project file (.smod) - The main workshop project file containing the complete scene setup and settings
    - Setup notes (.txt) - Corey's personal tips and instructions to help you get started with the project

Skills Covered

Who’s this Workshop for?

This workshop is designed for beginner and intermediate-level artists looking to expand their 3D sculpting skills into VR workflows. Concept artists, visual development artists, and 3D specialists interested in mechanical design will find this particularly valuable for professional development.


Game developers, toy designers, and artists interested in 3D printing will also benefit significantly from this comprehensive approach. The workshop provides practical insights into industry-standard workflows that combine cutting-edge VR sculpting with traditional refinement techniques for creating production-ready mechanical designs.

Learning Outcomes

By completing this workshop, artists will master the majority of Substance 3D Modeler's tools and gain professional insights into integrated sculpting workflows.


Key skills include:

  • How to collect and integrate reference materials effectively within Substance 3D Modeler's VR environment.
  • How to utilize VR sculpting tools for creating both organic and mechanical forms efficiently.
  • How to balance functional design elements with aesthetic form in conceptual mech development.
  • How to optimize models in ZBrush for rigging, texturing, and animation preparation workflows.
  • How to transfer models between software platforms while maintaining design integrity and detail.
  • How to prepare sculpted models for 3D printing with proper technical considerations and constraints.
  • How to apply professional decision-making processes that prioritize functionality throughout the creative workflow.
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Workshop
Hard-Surface 3D/VR Mech Design
Substance 3D Modeler, ZBrush & Blender Workflow with Corey Gooch
A Workshop by Corey GoochVisual Development Artist & 3D Specialist at Studio ARTILUS
beginner
7h 30m
15 Lessons
Instructor Corey GoochVisual Development Artist & 3D Specialist at Studio ARTILUS

Corey Gooch is a freelance concept designer and 3D generalist with a diverse background spanning aviation, illustration, concept art, world design, and authorship. He combines technical skill with creative vision to develop compelling designs across multiple disciplines.


Corey is also passionate about mentorship, offering private guidance to emerging artists and experimenting with innovative methods to help the next generation work more efficiently, sharpen their skills, and achieve their creative goals.

View profile
  • Corey's attention to detail and ability to laser-focus on solving problems have allowed him to create incredible immersive 3D scenes. Aside from his vast knowledge in modeling, animating, lighting, and compositing, there's also much to be learned from his dedication and work ethic. He's kind, yet very direct, and his honesty and patience make for a great mentor to students who share a similar focus and drive.

    - Robyn Lau
    Freelance Concept Artist & Illustrator

  • Corey is an incredibly disciplined and detail-focused designer with a breadth of experience in various industries; this experience is reflected in both his work and his ability to teach others.

    - Michael Yozgat
    Partner / Marketing / Designer at Studio ARTILUS

  • Corey brings a unique presence in the industry, not only because of his design sense but also due to his experience as an engineer with military craft and his skillset as a writer. This combination allows him to create designs that are both functional and grounded. His firsthand knowledge gives him an unparalleled visual library for creating mechanical designs.

    - Adam Ryoma Tazi
    Founder of Studio ARTILUS

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