Log inBy CategoryBy Instructor

Search the News

release archive

Airship Arrival

The Gnomon Workshop is pleased to announce the release of "Airship Arrival" with Syd Mead.


In this demonstration, legendary designer Syd Mead shares his techniques to create a finished illustration of a futuristic Airship. Image making requires the next step from mastering drawing skill and technique. To produce a sense of ‘being there’ combines drawing and technique skills with a visceral illusion called ‘presence.’ Without these elements coming successfully together, the finished image will look stilted, contrived and unbelievable. Painting with guache, a classic opaque watercolor pigment that dries with a matte finish, Syd discusses the medium, brushes and guides, while sharing his thoughts on the creation of a successful design illustration that is imbued with presence.

release archive

Sci-Fi Costume Design in ZBrush with Luca Nemolato

The Gnomon Workshop is pleased to announce the release of "Sci-Fi Costume Design in ZBrush" with Luca Nemolato.


In this lecture, Luca Nemolato shares his creative pipeline for the design of a futuristic sci-fi costume. Using the myriad techniques and software that he has learned during his career, Luca begins his concept in ZBrush, showing the power of designing in 3D and developing the idea while sculpting. This exercise teaches you to imagine your concepts in three dimensions from the start, making your workflow quicker and more efficient. Luca then poses the model as another phase of the design process, while still further developing the design.

release archive

Texturing Environments with Mari

The Gnomon Workshop is pleased to announce the release of "Texturing Environments with Mari" with Jessica Canter.


In this lecture, Jessica Canter demonstrates how to create a highly detailed environment using Maya, Mudbox and Mari. She begins by modeling a detailed bridge and then blocks-in the cliffs using primary forms. The cliffs are then brought into Mudbox to sculpt the fine details. Jessica then brings them into Mari for texturing. At first Jessica introduces new Mari users to the interface and talks about how to organize a project. She then paints the models in Mari while discussing painting techniques used to texture large environments. Finally, the textures are exported out of Mari and brought back into Maya for final rendering using Arnold. Jessica discusses the process of working with different programs, including how to prep your model to work within Mari, and how to work with UDIMS in Maya. Artists of any level, interested in learning from a master texture artist, will learn techniques both in technical workflows and artistic design strategies.

release archive

Character Concept Design With Johnny Fraser-Allen

The Gnomon Workshop is pleased to announce the release of "Character Concept Design" with Johnny Fraser-Allen.


In this lecture and demonstration, Johnny Fraser-Allen shares his techniques for designing a character based on a client or director's brief. To make the brief interesting and relevant, Johnny works with special effects industry leader and multi Oscar winner Sir Richard Taylor of the Weta Workshop to develop a character that can be developed into a real costume for a burlesque styled charity fundraiser that Weta hosts for the Neonatal Trust.

release archive

Efficient Cinematic Lighting 2: Lighting for Animation

The Gnomon Workshop is pleased to announce the release of "Efficient Cinematic Lighting 2: Lighting for Animation" with Jeremy Vickery.


In this lecture, Jeremy Vickery continues on the foundation of his first lesson 'Efficient Cinematic Lighting'. Leaving the basics behind, Jeremy delves into lighting for animation. He shares his methods for lighting a one minute short film with two characters and 17 shots that culminates into a beautiful short film.

release archive

Introduction to World Machine with Dax Pandhi

The Gnomon Workshop is pleased to announce the release of "Introduction to World Machine" with Dax Pandhi.


In this lecture, Dax introduces the fundamentals of procedural terrain generation using World Machine. Dax delves into the essential building blocks of digital terrains and demystifies the seeming complexity of function graphs. The lecture develops through a series of increasingly sophisticated terrain development techniques that utilize procedural noise generators, and collapse the geometric shapes with Stochastic erosion, thermal weathering, coastal erosion, and snow fall. Examples include a dry mountain range, volcano, snowcapped peak, and a coastal cliff.