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Workshop

Key Illustration Workflow for Film & TV

A Workshop
by Philippe Gaulier

Blender, 3D-Coat, Maya, KeyShot & Photoshop Techniques With Philippe Gaulier

intermediate
3h 46m 48s
9 Lessons
A Workshop
by Philippe Gaulier
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When designing for film, there are many approaches an artist can take to conceptualize an idea. This 4-hour workshop by Framestore Art Director, Philippe Gaulier, walks you through one of the workflows he uses when creating concept art for his clients, whether it’s for a film or TV series.


Within this workshop, you’ll discover the various techniques and approaches that help Philippe to work efficiently while maintaining flexibility throughout the concepting process. He begins by describing how he builds his own assets with a combination of Blender and 3D-Coat, using Maya for character posing, and then demonstrates how he creates a variety of dynamic compositions with interesting light scenarios to explore his ideas. Once happy with the compositions, he renders them out in KeyShot before adding his final touches in Photoshop.


The particular method taught in this workshop allows Philippe to create a set of distinct images, each telling a different story. By the end of the tutorial, you’ll see five finalized illustrations that all help communicate the concept to Philippe’s client.


While this tutorial features many helpful technical tips and tricks, it focuses on the creative process, providing you with a methodology that you can apply to any software of your choice. By completing this workshop, you will gain great insights into analyzing client briefs to create fantastic key illustrations and concept art — while thoroughly enjoying the creative process along the way!

9 Lessons

01IntroductionFree

Philippe Gaulier introduces his workshop, which offers insight into his professional workflow, shaped by decades of experience in the art, video game, and VFX industries. He discusses how successful concept art relies on fundamental artistic thinking, methodology, and problem-solving rather than technical software skills. His workshop teaches a tool-agnostic approach to creating professional, client-focused artwork based on proven industry experience.

Duration: 4m 6s

Introduction
02References & Inspiration

This lesson emphasizes the importance of gathering diverse references and understanding how to work within varying client brief parameters. Philippe's approach to creating an alien swamp environment demonstrates how to synthesize influences from fine art, sculpture, and comic books into cohesive concept art. By focusing on strong composition, contrast between detailed and calm areas, and drawing on memorable artistic influences, his project aims to create a visually compelling, atmospherically rich alien environment that balances creative freedom with structured visual storytelling.

Duration: 13m 27s

References & Inspiration
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03Modeling in 3D-Coat & Blender

This lesson demonstrates an efficient approach to creating complex alien environment assets by combining procedural generation, organic sculpting, and strategic asset reuse. Philippe showcases working quickly with an improvisational, flow-based approach while constantly evaluating forms from multiple angles. By building modular elements that work from any viewpoint and creating size variations, he shows how to maximize visual complexity while minimizing actual modeling time. This is a practical technique for concept artists and environment designers working on otherworldly scenes.

Duration: 31m 22s

Modeling in 3D-Coat & Blender
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04Character Posing & Modeling Using Maya & 3D-Coat

This lesson demonstrates a practical, efficiency-focused approach to creating concept art characters. Philippe teaches how to spend time where it matters most (pose, silhouette, focal points) while keeping secondary elements rough enough to complete quickly. His emphasis on storytelling over technical perfection, combined with careful attention to anatomical believability and compositional rhythm, shows how professional concept artists balance artistic quality with production speed. The final character successfully conveys a retro sci-fi aesthetic of an alien hunter, ready to be integrated into the larger environmental scene.

Duration: 18m 8s

Character Posing & Modeling Using Maya & 3D-Coat
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05Setting up the Scene & Rendering in KeyShot — Part 1

This lesson demonstrates a practical approach to creating compelling environment concept art by combining 3D scene building with 2D finishing techniques. Philippe emphasizes efficiency through asset reuse, the importance of exploring multiple compositions before committing, and how simple additions, such as water, can transform a scene from abstract geometry into a believable environment. His workflow showcases how modern concept artists can leverage 3D tools to quickly iterate on complex environments while maintaining artistic control over mood and storytelling.

Duration: 16m 31s

Setting up the Scene & Rendering in KeyShot — Part 1
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06Setting up the Scene & Rendering in KeyShot — Part 2

This lesson demonstrates that successful environment concept art relies on strong compositional fundamentals and storytelling before diving into technical details. Philippe's pragmatic approach balances artistic quality with production efficiency, showing how 3D workflows enable rapid iteration while maintaining creative control. By establishing multiple compelling camera angles and carefully building up textures layer by layer, he shows how to create an atmospheric alien world that suggests narrative possibilities while remaining flexible enough to adapt to client needs. This lesson details crucial skills for professional concept artists working in film and game development.

Duration: 31m 56s

Setting up the Scene & Rendering in KeyShot — Part 2
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07Setting up the Scene & Rendering in KeyShot — Part 3

This lesson showcases the experimental and iterative nature of 3D texturing and scene composition. Philippe demonstrates how working in 3D enables continuous discovery and refinement, testing different materials, colors, and camera angles to achieve the most compelling visual presentation. The flexibility to make changes and the ability to further refine elements in post-production through ID passes make this workflow particularly powerful for creating atmospheric, otherworldly environments. From here, the scene will be ready to move into the lighting and rendering phase.

Duration: 28m 57s

Setting up the Scene & Rendering in KeyShot — Part 3
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08Final Compositing & Painting in Photoshop — Part 1

This lesson reveals Philippe's hybrid workflow that leverages 3D rendering efficiency while maintaining artistic control through extensive Photoshop post-processing. His philosophy emphasizes that 3D should be a tool that serves the artist rather than dictating the final look. Intentionally leaving 3D work "incomplete" creates opportunities to add personality and artistic interpretation in post-production. His approach offers both technical efficiency and creative freedom, helping artists avoid the trap of overly perfect, soulless 3D renders by embracing the happy accidents and imperfections characteristic of traditional painting.

Duration: 43m 54s

Final Compositing & Painting in Photoshop — Part 1
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09Final Compositing & Painting in Photoshop — Part 2

This final lesson emphasizes a pragmatic, efficiency-focused approach to post-production that prioritizes storytelling and overall impact over obsessive detailing. Philippe discusses why knowing when to stop is just as important as knowing what to add, and how strategic atmospheric enhancements and subtle refinements can elevate 3D renders effectively without falling down the "rabbit hole" of endless modifications. He shows how, by working on multiple images as a cohesive package and maintaining perspective through constant zooming out, artists can achieve professional results that serve the narrative purpose while managing their time effectively.

Duration: 38m 27s

Final Compositing & Painting in Photoshop — Part 2
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Primary tools

For this workshop you’ll need:

3D Coat
KeyShot
Maya
Photoshop
Quixel Mixer

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

Skills Covered

Who’s this Workshop for?

This workshop is intended for artists who want to create strong key illustrations that communicate story, mood, and intent for film and television projects. It is best suited for intermediate to advanced concept artists and digital illustrators who are already comfortable working with a mix of 3D and 2D tools and want to improve how they translate ideas into clear, client-ready visuals.


Freelance artists, studio professionals, and aspiring concept designers will benefit from the emphasis on efficiency, flexibility, and visual storytelling. The workflow supports artists who want to explore multiple narrative directions quickly, respond to creative briefs with confidence, and present a cohesive set of images that communicate a concept clearly and effectively.

Learning Outcomes


By completing this workshop, artists will be able to:

  • Analyze creative briefs to identify narrative goals, visual priorities, and client needs
  • Build and adapt simple 3D assets to support rapid concept development
  • Use posed characters and environment elements to reinforce storytelling intent
  • Create dynamic compositions and lighting scenarios that explore multiple narrative directions
  • Render clean, readable images suitable for professional presentation and review
  • Refine concept artwork with targeted 2D polish to unify mood and visual clarity
  • Develop multiple key illustrations from a single idea while maintaining consistency and variation
  • Apply a flexible, software-agnostic methodology to future concept art projects

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Workshop
Key Illustration Workflow for Film & TV
Blender, 3D-Coat, Maya, KeyShot & Photoshop Techniques With Philippe Gaulier
A Workshop by Philippe GaulierArt Director at Framestore
intermediate
3h 46m
9 Lessons
Instructor Philippe GaulierArt Director at Framestore

Philippe Gaulier is an Art Director at Framestore with extensive experience in film and VFX. He graduated from ESAG Penninghen in Paris in 1999, studying graphic design, illustration, and art direction. After starting his career in Paris, Philippe moved to London, taking senior roles in the art departments of leading VFX studios including Double Negative, MPC, and Method Studios.


While at Method, he collaborated directly with major studios such as Marvel, Disney, and Warner Bros., often as part of on-set art department teams. His recent film credits include The Matrix Resurrections, Slumberland, and Ant-Man and the Wasp: Quantumania.


Philippe later relocated to Los Angeles, serving as Art Director for Method Studios before joining Framestore, where he continues to create compelling visual worlds and guide teams in delivering high-end cinematic experiences.

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  • I’ve had the pleasure to work with Philippe on many epic-scale visual films. One can easily lose themselves in his layered illustrations. He has brought his incredible skills as an illustrator, transcending seamlessly to the digital medium. It would be a boon to anyone to receive his techniques, knowledge, and insights using these creative tools. Philippe is relentless in the adaptation of his art in the ever-changing digital world while keeping the integrity of classic conceptual art and originality.

    - Tani Kunitake
    Concept Designer / Illustrator / Storyboard Artist

  • I've been a huge fan of Philippe’s artwork for many years. He is a master of world-building, and his skills with atmosphere, mood, and scale are constantly inspirational. He has so much experience in the entertainment industry with a wide variety of A-list projects. I was lucky enough to work closely with him on a few films and got to see behind the curtain of Philippe's techniques and tricks. Don’t miss a chance to learn from him.

    - George Hull
    Senior Conceptual Designer

  • The first time I saw Philippe’s work was when his amazing illustrations for Jupiter Ascending were trending on all the concept art websites. Since then, I have followed his stellar career on many of the most sought-after franchises. He is truly one of the most prolific and inspired artists in the industry and all while remaining an amazingly kind person. I am convinced that his Gnomon Workshop tutorials will quickly become indispensable for any aspiring artist in the entertainment industry.

    - Christian Scheurer
    Concept Artist

  • The first time I saw Philippe’s work was when his amazing illustrations for Jupiter Ascending were trending on all the concept art websites. Since then, I have followed his stellar career on many of the most sought-after franchises. He is truly one of the most prolific and inspired artists in the industry, and all while remaining an amazingly kind person. I am convinced that his Gnomon Workshop tutorials will quickly become indispensable for any aspiring artist in the entertainment industry.

    - Christian Lorenz Scheurer
    Concept Artist / Art Director / Lecturer

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