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Workshop

Designing Spaceships for Games

A Workshop
by Jort van Welbergen

Interior & Exterior Vehicle Design Using Blender & Photoshop with Jort van Welbergen

intermediate
6h 10m 12s
10 Lessons
A Workshop
by Jort van Welbergen
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Take an in-depth look at how Jort van Welbergen designs detailed spaceships for games such as Star Citizen and Star Atlas, where everything needs to work and make sense. Jort reveals his complete design process from start to finish, including both the interior and exterior design, using Blender and Photoshop.


As the most important part of any design process, the workshop begins with a discussion and analysis of a brief, with the goal of achieving a client's vision. From there, Jort kicks off the 2D sketching portion of the workshop, initially exploring shapes. He discusses how to create a mindmap and narrow down your ideas before moving on to blocking out the exterior and interior of the spaceship in 3D.


During the 3D modeling stage, Jort demonstrates the importance of ensuring all the design elements are functional, with any moving parts laid out properly according to the story, brief, and gameplay requirements. Jort’s 3D workflow is broken into several stages, the biggest of which is the exterior hull refinement. From there, he continues fleshing everything out and perfecting the overall look. The workshop concludes with the creation of marketing renders that showcase the design in the best possible way.


Throughout the workshop, Jort will discuss his mistakes and learning process, and offer tips and tricks for getting unstuck in your own design projects. This is an advanced tutorial aimed at mid-level concept artists who want to push their design skills to the next level. By completing this workshop, you should have a good understanding of how to approach your own vehicle designs and how to think about grounding your elements and shapes while designing.

10 Lessons

01Project SetupFree

In this initial lesson, Jort emphasizes that successful spaceship design requires methodical preparation and willingness to iterate. He demonstrates that even experienced designers can produce "safe" or uninspiring initial concepts, and that seeking feedback and returning to core references is a natural part of the creative process. The key lesson is that structured planning, from brief analysis through mind mapping to varied sketching, provides the foundation for creating distinctive, functional designs that meet client requirements while pushing creative boundaries.

Duration: 15m 17s

Project Setup
02Exterior Blockout

In this lesson, Jort demonstrates the role of 3D concept design within an iterative workflow, even for experienced artists. He emphasizes patience; refining each stage of the design hierarchy before adding complexity, regularly evaluating the work from multiple angles, and remaining open to experimentation and revision. By noting that a spaceship of this complexity typically requires two to three weeks of full-time work, Jort reinforces that strong results come from methodical refinement rather than rushing into detail.

Duration: 26m 5s

Exterior Blockout
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03Interior Blockout

With the basic design of the exterior of the space ship complete, Jort moves on to the inside, showing a similar process to the previous lesson, with some more priority given to function and realism over aesthetics alone. Jort’s emphasis on iterating between inner and outer design features, maintaining military-inspired functional spaces as outlined in the brief, while constantly checking from multiple angles help him to plan his work and to prevent design problems later on. Blocking out these spaces first, seeking peer feedback, and being willing to restart elements that don't work are prime examples of good practices when working in studio environments.

Duration: 12m 31s

Interior Blockout
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04Exterior Refinement — Part 1

In this comprehensive lesson, Jort walks us through his process for developing his vehicle design showcasing his iteration skills, and willingness to delete and restart elements that aren't working. Jort stresses the importance of taking breaks to gain fresh perspective and trying multiple approaches to solve problems. Most importantly, the lesson shows how non-destructive workflows using instancing, collections, and live Booleans in Blender allow designers to stay creative and make changes efficiently without getting bogged down in technical constraints.

Duration: 1h 2m 26s

Exterior Refinement — Part 1
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05Exterior Refinement — Part 2

Continuing to build complexity into his space craft, Jort shows his willingness to experiment and fail as he constantly refines the design. He notes that reaching 80% completion on elements is often sufficient for concept work, balancing his artistic side with practical constrains like time and client needs. Most importantly, this lesson shows that great design comes from having the courage to delete elements that don’t work, and continuously pushing the design through multiple refinement passes until all elements are equally developed.

Duration: 57m 28s

Exterior Refinement — Part 2
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06Exterior Refinement — Part 3

In this lesson, Jort pushes the model toward completion through deeper refinement and selective reworking of key elements. He emphasizes consistency, pattern repetition, realistic mechanical detail, and non-destructive workflows to ground the design. The result is a spacecraft that feels both believable and distinctly futuristic.

Duration: 1h 1m 40s

Exterior Refinement — Part 3
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07Interior Refinement

With exterior refinement complete, Jort moves inside the spacecraft to start refining things there, focusing on functionality over excessive detailing. By establishing a clear structural language, eliminating geometry clipping, and strategically kitbashing with self-created assets, Jort creates a grounded, consistent interior space in relatively little time. This approach prioritizes getting proportions and basic layout correct, while leaving room for other 3D artists to interpret and refine details later, resulting in a collaborative workflow that produces quality assets.

Duration: 34m 52s

Interior Refinement
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08Decals

In this lesson, Jort moves into the tertiary detail and texture phase of work, as he creates unique decals he can apply to his design. To make these assets believable, he emphasizes research, real-world reference study, and smart resource utilization. Making these designs appear authentic relies on observing the small details that most people overlook like maintenance labels, warning text, serial codes, and instructional markings. By creating a comprehensive decal library, artists can add visual density and professional polish to their 3D assets even if it's for concept work.

Duration: 11m 20s

Decals
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09Lighting & Rendering

Jort moves on to lighting and rendering in this lesson, showing how to create compelling vehicle visuals. This process, like many others in design work, requires a good amount of iteration and willingness to change things at any point. Jort maintains a non-destructive workflow, seeking peer feedback, all while prioritizing visual storytelling over strict realism to produce professional results. He also shows how the rendering stage isn't just about finalizing a completed design, but rather it's still an active design phase where materials, details, and even core aesthetic decisions continue to evolve.

Duration: 51m 25s

Lighting & Rendering
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10Overpainting

In this last lesson, Jort showcases the overpaint process which is crucial for transforming a good 3D render into a polished final presentation. By ensuring that all render issues are fixed, adding photo-realistic textures, hand-painting edge wear and atmospheric effects, and maintaining consistency across all camera views, Jort achieves a grounded and detailed result. By working in a non-destructive way and at the proper zoom level, Jort ensures flexibility for revisions while maintaining strong overall composition.

Duration: 37m 8s

Overpainting
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Primary tools

For this workshop you’ll need:

Blender
Photoshop

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

Skills Covered

Who’s this Workshop for?

This more advanced workshop is aimed at mid-level concept and 3D artists working in the games industry who want to improve their vehicle design skills. Artists already comfortable with Blender and Photoshop who are interested in expanding their skills and looking at vehicle design from a more functional, story-driven perspective will get a lot out of these lessons.


Other games artists, 3D modelers, and those who enjoy the sci-fi genre who want a sneak peek into what a concept art pipeline is like will also benefit from the lessons found here. This workshop provides essential skills for creating believable vehicles that meet the aesthetic requirements you’d expect to see in a professional setting, making it valuable for anyone pursuing careers in entertainment with a sci-fi element.

Learning Outcomes

By completing this workshop, artists will have developed a comprehensive understanding of professional-level spaceship design within a Blender to Photoshop pipeline, from sketch to final render paint-overs.


Key skills include:

  • How to analyze client briefs and translate their creative vision into designs that feel grounded in reality.
  • How to create effective mindmaps that boost creativity and narrow down initial design ideas and iterations.
  • How to block out both exterior and interior spaceship elements using efficient 3D modeling techniques.
  • How to ensure all design elements are to scale and feel like functional parts of a vehicle grounded in reality.
  • How to refine hard surface designs and perfect overall visual appeal through iterative modeling passes.
  • How to create compelling renders and composites that effectively showcase vehicle designs for client presentation.
  • How to overcome creative blocks and avoid common mistakes during the design process.
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Workshop
Designing Spaceships for Games
Interior & Exterior Vehicle Design Using Blender & Photoshop with Jort van Welbergen
A Workshop by Jort van WelbergenFreelance Art Director / Lead Concept Artist
intermediate
6h 10m
10 Lessons
Instructor Jort van WelbergenFreelance Art Director / Lead Concept Artist

Jort van Welbergen is a creative director, principal concept artist, and Founder/CEO of Pathfinder Visual Design. Based in the Netherlands, he has over 10 years of experience working in film and games. His work can be seen in productions such as Star Atlas, Game of Thrones: House of the Dragon, Star Citizen, Eternals, and Horizon Zero Dawn. His portfolio spans sci-fi and fantasy settings, emphasizing believable mechanical design.

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  • I had the pleasure of doing a mentorship with Jort over the course of six weeks and during that period, I learned more about hard-surface than I did in six years. Jort has a great way of deconstructing the everyday machines that we are surrounded by, then uses it as a fundamental pillar in building believable hard-surface sci-fi.

    - Andreas Husballe
    Lead Concept Artis at MOOD Visuals

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