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Workshop

Custom 3D Kits for Environment Concept Art

A Workshop
by Jose Vega

Photoshop, Blender, Substance & Procreate Workflow with Jose Vega

intermediate
5h 54m
8 Lessons
A Workshop
by Jose Vega
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Learn the process for creating a 3D kit from start to finish. Discover all the insights and techniques to help you take full advantage of 3D kit creation and be inspired to produce epic images, from generating initial ideas, gathering references, and handling prep work to finalizing concept art in Photoshop. Everything will be covered to help you create your own 3D kit assets, including modeling and texturing assets, from single assets to more complex pieces, assembling new assets, and building out a scene. You’ll then explore how to use the created assets to build final illustrations.


The workflow instructed offers a comprehensive approach to asset creation and scene development, beginning with hand painting, bashing plants, and using Blender texture nodes to generate individual assets. Those assets are then developed into a versatile kit, employing Blender techniques, including mirroring and deformers, to progress from simpler to more intricate components.


Upon establishing a substantial asset library, the focus shifts to conceptualizing building assets. This involves leveraging straightforward Photoshop painting techniques to refine the final concept. The subsequent phase involves constructing a complete scene using the compiled kit. Additional techniques include simple modeling and sculpting in ZBrush as well as the use of VR with Gravity Sketch, transitioning to assembling the scene in Blender with the developed kit.


The process concludes with a refined approach to lighting, rendering, and finalizing the image in Photoshop. This 6-hour workshop is recommended for artists with a basic understanding of concept art, 3D, and intermediate Photoshop skills; the structured methodology ensures a cohesive and professional outcome throughout the asset creation and scene development process.


Jose Vega (Concept Artist) and Tucker Roche (3D Artist & Designer) have worked in the industry for over a decade and are the founders of Absorb 3D. Medieval Asian .blend sample assets are provided with this workshop for subscribers to use in their artworks.

8 Lessons

01References & Prep WorkFree

In this workshop, Jose Vega demonstrates how to create kits of reusable 3D assets for environment work. The first lesson focuses on pre-production. By gathering references, understanding real-world construction principles, and breaking down complex structures into simple components, artists can approach intimidating projects with confidence.

Duration: 22m 26s

References & Prep Work
02Modeling Assets

In this lesson, Jose begins to create game-ready assets using Blender and ZBrush, following industry-standard practices. Establishing clean topology, preparing UVs properly, and optimizing each asset ensures that the final models are not only visually appealing, but easy to texture, and suitable for real-time rendering.

Duration: 49m 26s

Modeling Assets
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03Texturing Assets

This lesson demonstrates how combining Substance 3D Painter's procedural tools with hand-painted elements helps to create stylized game assets efficiently. The key is building textures in layers to maintain artistic control. By creating tileable textures and smart Blender shader setups, artists can generate extensive asset variations without repetitive UV mapping or texturing work.

Duration: 1h 3m 19s

Texturing Assets
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04Building Up Assets

This lesson demonstrates how a limited set of level one assets can generate numerous level two assets through the use of duplication, mirroring, and modifiers. Although initially time-consuming, this workflow creates a snowball effect in which each new asset increases design possibilities. The key is to shift focus from technical perfection to rapid iteration and creative design once the foundational assets have been established.

Duration: 44m

Building Up Assets
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053D Concepting: Part 1

This lesson sets out a workflow for rapidly exploring multiple design variations for an environment, creating rough blockouts in VR or traditional 3D software, then assembling detailed buildings using the premade asset library. By working quickly, maintaining proper scale, and thinking about how buildings are actually constructed, artists can create believable architectural concepts without getting bogged down in premature detailing.

Duration: 50m 29s

3D Concepting: Part 1
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063D Concepting: Part 2

Jose shares a timelapse of his 3D concepting workflow.

Duration: 25m 51s

3D Concepting: Part 2
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073D Concepting: Part 3

This lesson stresses the importance of knowing when to stop adding details. In concept art, a clean, straightforward presentation that clearly communicates the design is more valuable than details that don’t increase the viewer’s understanding. Professional results come from strategic decision-making about where to invest effort, not from exhaustively detailing every aspect of the image.

Duration: 45m 6s

3D Concepting: Part 3
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08Scene Building & Final Image

This final lesson of the workshop explores when to work in 3D, and what to do in post-production in Photoshop. This balanced approach maximizes productivity and creative flexibility while producing high-quality renders.

Duration: 53m 23s

Scene Building & Final Image
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Primary tools

For this workshop you’ll need:

Procreate
Gravity Sketch
Blender
Substance Painter
ZBrush
Photoshop

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

Project Files

By downloading the following workshop files, artists will gain access to a complete toolkit for creating environments in Blender. Inside, you'll find:


  • Blender project file (.blend) – The main workshop scene with all assets, materials, and lighting setups ready to explore
    - Kit images (.png) - Visual guides of the 3D kit to help artists in style and direction
  • These project files have been provided by the instructor to make it easier to follow along with the workshop.

Skills Covered

Who’s this Workshop for?

This workshop is designed for concept artists and 3D artists with a basic understanding of concept art, 3D modeling, and intermediate Photoshop skills. Industry professionals looking to expand their asset creation workflow and develop comprehensive 3D kit libraries will find Jose Vega's insights particularly valuable.


Game developers, environment artists, and digital illustrators seeking to streamline their production pipeline will greatly benefit from Jose's structured approach. The workshop offers techniques for creating versatile asset libraries that can be reused across multiple projects, significantly improving workflow efficiency.

Learning Outcomes

On completing this workshop, artists will have mastered the 3D kit creation workflow from initial concept through to final rendered illustration.


Key skills include:

  • How to develop initial concepts and gather effective reference materials for 3D kit creation.
  • How to model and texture individual assets using hand-painting and Blender texture nodes.
  • How to build versatile asset kits using Blender mirroring, deformers, and other techniques.
  • How to conceptualize and refine building assets through Photoshop painting methods.
  • How to integrate ZBrush sculpting workflows into asset development.
  • How to assemble complete scenes in Blender using the developed kit components.
  • How to apply professional lighting, rendering, and Photoshop finishing techniques for final images.
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Workshop
Custom 3D Kits for Environment Concept Art
Photoshop, Blender, Substance & Procreate Workflow with Jose Vega
A Workshop by Jose VegaPrincipal Concept Artist, Absorb 3D
intermediate
5h 53m
8 Lessons
Instructor Jose VegaPrincipal Concept Artist, Absorb 3D

Jose Vega has been working in the entertainment and art industry for over 10 years. He currently serves as a Senior Concept Artist for Magic: The Gathering at Wizards of the Coast and offers workshops and tutorials on environment art. Previously, he was the Background Supervisor for Castlevania. Over his career, Jose has collaborated with high-profile studios including Riot Games, Warner Brothers, Sony, and Marvel Entertainment, among others.

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