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Workshop

Practical Vehicle Design for Film and Television

A Workshop
by Matthew Savage

with Matthew Savage

advanced
3h 41m 58s
8 Lessons
A Workshop
by Matthew Savage
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Designing within specific parameters can only make you a stronger designer and almost always, in the film industry, physically building props and sets comes with a wide set of restrictions. In this workshop, Concept Artist Matthew Savage will take you through the process of transforming a commercially available vehicle by stripping it down to its chassis and designing a new sci-fi vehicle over the existing frame. Starting by building a rough block model to be used as a sketching underlay, we start in Photoshop before moving to MODO for modeling, texturing and adding decals without having to UV the model. Finally, we move back into Photoshop for finalizing our finished piece of production ready concept art.

8 Lessons

01Introduction and Block ModelFree

In this workshop, Matthew outlines his workflow for designing vehicles for film and television. He introduces the creative brief: reimagining a real-world vehicle as a practical, on-set production prop. By working from an actual vehicle, keeping scale accurate, and considering real limits like budget and construction, he ensures the final design can be built and driven on set. Using Modo, Matthew creates and renders a simple initial blockout based on real vehicle diagrams.

Duration: 27m 34s

Introduction and Block Model
02Sketch

In this lesson, Matthew moves into Photoshop to create initial sketches for the vehicle concept, balancing creative ideas with real-world constraints. By sketching quickly over scaled 3D underlays and constantly referencing real vehicle engineering, he develops designs that look exciting while still being practical to build. This fast, problem-solving sketch phase helps save time later and leads to stronger final designs for film production.

Duration: 16m 30s

Sketch
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03Modeling

In this lesson, Matthew demonstrates a deadline-driven approach to 3D concept modeling that focuses on visual impact rather than technical perfection. By prioritizing silhouette, establishing composition early, and using kitbashing and boolean operations, he creates a strong industrial vehicle design. The lesson shows how understanding the final goal helps artists decide where to spend time and where shortcuts are acceptable, allowing them to deliver professional results more efficiently

Duration: 38m 45s

Modeling
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04Detail Modeling

In this lesson, Matthew explains how he plans ahead by listing the elements he’ll need to develop next. By closely studying real-world references and materials, he pushes the vehicle’s silhouette and forms while keeping the design grounded in reality. This structured approach of planning details early, working through each element methodically, and knowing when the model is finished, shows how professionals balance quality and productivity in 3D modeling projects.

Duration: 22m 9s

Detail Modeling
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05Textures and Graphics

In this lesson, Matthew prepares the vehicle model for lighting and texturing, highlighting an artist-friendly production approach. He focuses on speed and visual impact, using a hybrid workflow that combines Modo and Photoshop. This method is ideal for concept artists who need to iterate quickly and create strong final images rather than production-ready assets, showing how smart shortcuts and the right tool choices can easily deliver professional results.

Duration: 33m 27s

Textures and Graphics
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06Final Modeling

In this lesson, Matthew begins by creating a visual to-do list outlining the remaining work needed before moving forward. He demonstrates how to make strategic decisions about detail levels based on camera visibility, apply fast techniques like boolean operations, and iterate on design elements, such as color schemes, until the right balance is achieved. Alongside this, Matthew demonstrates how to break up clean surfaces with weathering and imperfections, ensuring graphics feel aged and integrated, and adding realism and credibility to the final presentation renders.

Duration: 34m 34s

Final Modeling
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07Rendering

In this lesson, Matthew demonstrates a professional, production-minded approach to finalizing a complex vehicle render. Rather than chasing perfect geometry or materials at every stage, he prioritizes the quality of the final image, using strategic lighting and weathered materials to enhance visual interest in both the model and the scene. By working efficiently with modified presets, selectively rendering assets, and concentrating detail where the camera will see it most, Matthew shows how to achieve polished, cinematic results under real-world production constraints.

Duration: 26m 38s

Rendering
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08Compositing

In this final lesson, Matthew demonstrates the final compositing of his vehicle model in Photoshop. Using a combination of photo manipulation and digital painting techniques, he explains that this workflow represents roughly a day’s effort, aiming to produce one to two high-quality concept images of this caliber per day. The result is a polished presentation that includes both hero imagery and technical reference elevations, giving art directors the information they need to approve designs for further development.

Duration: 22m 21s

Compositing
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Primary tools

For this workshop you’ll need:

Modo
Photoshop

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

Project Files

When you download the project files provided with this workshop, you'll gain access to Matthew Savage's full project and final composition to explore and examine. Included in the package, you'll find:


  • Final composition (.psd) – The composite with all layers maintained so you can break down and learn from Matthew's process
    - Project file (.ixo) - The full project file from this project with all assets and rendering parameters
    - Texture folder (.jpg, .png, .psd) - The associated textures and custom graphics used in the project
x-zip-compressed
MAS01_ProjectFiles.zip
101.07 MB
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Skills Covered

Who’s this Workshop for?

This workshop is designed for intermediate to advanced concept artists and vehicle designers working in film, gaming, or the entertainment industry. Artists should have basic proficiency in Photoshop and 3D modeling software to fully benefit from the advanced techniques covered.


Prop masters and production designers will also find plenty of value in the lessons shared by Matthew Savage. His approach to design in this workshop teaches essential skills for creating production-ready concept art that can meet real-world manufacturing and budget limitations while balancing practicality with the original creative vision, as some designs can appear on set.

Learning Outcomes

By completing this workshop, artists will have a full grasp of a complete vehicle design pipeline that can take an existing vehicle and transform it into a compelling sci-fi design ready for production.


Key skills include:

  • How to analyze existing vehicle chassis and identify key structural constraints for design work.
  • How to build effective rough block models that serve as accurate sketching underlays.
  • How to seamlessly transition concept work between Photoshop sketching and MODO 3D modeling workflows.
  • How to apply textures and decals to 3D models without requiring traditional UV mapping.
  • How to integrate constraint-based thinking into creative vehicle design for production feasibility.
  • How to finalize concept art in Photoshop for professional presentation to production teams.
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Workshop
Practical Vehicle Design for Film and Television
with Matthew Savage
A Workshop by Matthew SavageConcept Artist at Lucasfilm
advanced
3h 40m
8 Lessons
Instructor Matthew SavageConcept Artist at Lucasfilm

Matthew Savage is a Freelance Concept Artist with fifteen years of experience in the film and television industry, specializing in costume, props, weapons, vehicles, and set design.


Based in the UK, Matthew trained as a product and multimedia designer before moving directly into the film industry, starting as a 2D concept artist on Season One of Doctor Who for the BBC. He later transitioned into feature films and incorporated 3D software into his workflow, contributing to projects such as Alien: Romulus, Spider-Man: Miles Morales, The Dark Knight, Prince of Persia, Kick-Ass, and X-Men: First Class in the art department, as well as Prometheus, Thor: The Dark World, and The Martian in costume design.


Matthew currently works for Lucasfilm as a Weapon and Prop Designer on features including The Force Awakens, Rogue One, and The Last Jedi. He resides in the southwest of the UK with his wife and two children.

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