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release archive

The Making of Totem - 3D World Cover, with Alex Alvarez

The Gnomon Workshop is pleased to announce the release of The Making of ‘Totem’.

 

In this lecture, Alex shares his workflow and techniques for creating a commissioned 3D illustration for the cover of 3D World magazine. Over six hours of lecture, Alex delves into all aspects of how the image was created.

release archive

3D Look Development in Modo

The Gnomon Workshop is pleased to announce the release of our second title with 3D artist Andras Kavalecz: "3D Look Development in Modo". With over 19 years of experience creating digital art for the broadcast and games industries this tutorial demostrates how to develop a 2D concept, produced by concept artist Stephen Chang, into a visually accurate 3D asset using Modo.

release archive

Light and Shadow – Lighting and Rendering Series Vol. 1 with Frederic Durand

The Gnomon Workshop is pleased to announce the release of our first title with lighting artist Frederic Durand: "Light and Shadow".

 

With over 20 years experience working on animated films, feature films, and commercials, Frederic shares his techniques and workflow while illustrating the creative decisions that result in professional and cinematic results.

release archive

Creating Realistic Skin with ZBrush and Keyshot

The Gnomon Workshop is pleased to announce the release of our first title with Blizzard character artist Dominic Qwek! Titled “Realistic Skin with ZBrush and Keyshot”.

release archive

Sculpting a Stylized Character with David Meng

 

The Gnomon Workshop welcomes back creature designer David Meng for his second full length sculpture lecture. In Sculpting a Stylized Character David once again puts his amazing design and sculpting skills on display for you, bringing to life his take on the beloved orangutan

release archive

Mechanical Character Design with Joe Peterson

 

The Gnomon Workshop proudly welcomes senior concept artist Joe Peterson to our ever growing tutorial library. In his debut release Mechanical Character Design, Joe demonstrates the tools and techniques he uses daily in production to design the amazing mechanical characters he is known for.