The Gnomon Workshop

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The Art of Iconic Creature Design

Photobashing and ZBrush Workflows with Aaron Sims

Beginning with a 2D workflow in Photoshop, Aaron walks through his personal approach to visualizing a mutated character, using photo-bashing techniques that skillfully cut, splice, and warp multiple layers of human, creature, and organic elements to craft a completely unique design.
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Creating Keyframe Illustrations for Film

2D/3D Techniques & Workflow with Jama Jurabaev

In this 2.75-hour workshop, Concept Artist Jara Jurabaev — whose credits include Ready Player One, Jurassic World: Fallen Kingdom and Star Wars — shares the tools and processes he uses during his daily workflow when creating keyframe illustrations for films and games with a focus on the theory behind the practice.
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Lighting the CG Portrait

Character Lighting in VRay Next with Chris Barischoff

In this workshop, CG Supervisor Christopher Barischoff steps through what makes a photography studio styled lighting setup successful for characters and portraits. He covers classic photographic and cinematic lighting and expands on its implementation in 3D Graphics.
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Interview with Alessandro Cangelosi

by Genese Davis

In this interview, Alessandro Cangelosi describes his experience as a Lightning TD and a FX TD, new techniques and technologies to manage full CGI sets, and the highlights to working on massive environments, look-dev projects, movies, commercials and game trailers like Dead Rising, Rift, and Mobile Strike.
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Introduction to Maya 2019

Interface and Workflow with Eric Keller

Veteran visual effects artist and instructor, Eric Keller, takes Maya through the paces giving you in-depth descriptions of the interface and tools. Special emphasis is placed on modeling, texturing, lighting, and rendering while the demonstrations illustrate how the tools are best used in a professional workflow.
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Designing a Goddess of War

Step-by-Step Workflow with Andy Park

Learn from a master in this three-hour workshop by the Director of Visual Development at Marvel Studios, Andy Park. Sharing the wealth of his experience from a 20-plus-year career designing heroes and villains for movies, comics, and videogames, Andy breaks down his digital painting workflow for creating character concepts in Photoshop.
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Bfa

BFA Degree in Digital Production

Gnomon’s New Four-Year Degree Program

The full-time BFA in Digital Production is designed to produce production-ready artists versed in general academic knowledge, foundational arts, and production skills. The curriculum is taught in Hollywood and covers all aspects of a 3D generalist skill set.
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3D and 2D Techniques for 360 degree Panoramic Illustration

Re-Creating Great Moments in History with Nick Hiatt

In this 3.5-hour workshop, art director and matte painter Nick Hiatt introduces how DAZ 3D’s free models and asset libraries can be used to block out environments to quickly tell a story.
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interview with Christophe Desse

by Genese Davis

Lead technical artist, Christophe Desse, possesses state of the art talent and has produced critically acclaimed work on titles such as the Uncharted series and The Last of Us. In this interview, Desse divulges his insight to environment art, plus, rendering and texturing, and his approach to creating realistic art versus science fiction or the fantastical.
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Cinematic Illustration for Film

Photoshop Techniques with Francesco Corvino

Storytelling, mood, composition and, ultimately, the director’s vision are essential elements that successful concept artists and illustrators must learn to translate onto a canvas quickly and effectively. In this workshop, Art Director and Concept Artist, Francesco Corvino, reveals how to master a cinematic illustration within a typical workday.
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Study at Gnomon in Hollywood

Gnomon – School of Visual Effects, Games + Animation

Gnomon helps students reach their goals in digital production through a variety of educational options, including a full-time BFA degree, full-time vocational programs, and over 100 individual courses – all taught at the heart of the entertainment industry
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Advanced Illustration and Key Art Techniques

2D Concept Illustration, 3D Asset Creation, 360 Illustration and Interactive Concept Design with VR with Alex Nice

Learn from the industry-proven workflows of Art Department Illustrator Alex Nice, as he shares his processes for creating both flat 2D illustrations and 2D-to-3D interactive scenes.
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3D Illustration and Environment Modeling Workflows

with Toni Bratincevic

This title offers insight into the environment workflows of Toni Bratincevic, Senior Environment Modeler at Blizzard Entertainment, who shares his techniques for creating an epic 3D environment illustration with five hours of lecture and demonstration.
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Gnomon Workshop Image Challenge

Fall 18 2d

Challenge:Chamber of Chains

Winner:Julian_S

  • Fall 2018 Chamber of Chain

  • August 2018 Rock Climbing Robot

  • July 2018 Floating Monument

  • July 2018 Firework Rocket Launcher

  • June 2018 Stylized Toy Battleship

  • June 2018 Robot Boredom

  • May 2018 A Daring Rescue

  • May 2018 Cosplay Emergency Kit

  • April 2018 Steampunk Style Bulletproof Vest

  • April 2018 The Devil’s Throne

  • March 2018 Mercenary Futuristic Submarine

  • March 2018 Mercenary Space Ninja

  • February 2018 Alien Skull

  • February 2018 Possessed Carnival Rides

  • January 2018 Battle of te Old Vs The New Year

  • December 2017 Insect Spy Drone

Enter

Enter the Contest and Win Gnomon Workshop Subscription!

Each challenge is open to both 2D and 3D artists alike, and three winners will be selected. The first-place winner will receive a 12-month Gnomon Workshop Subscription. Contest Details

Testimonials

  • Gnomon has created a series of tutorials that will appeal to anyone interested in a career path in visual arts. The availability of these lessons represents a significant opportunity for artists everywhere to elevate their skillsets to the next level.

    Jim McCampbellDepartment Head, Computer Animation Ringling School of Art & Design
  • I'd like thank you guys for all the hard work you've done over the years. I didn't have money for college so I spent what money I could come up with on your video series. Because of your excellent training tutorials, I was able to create a reel that got me a job where I am today and I am eternally thankful.

    Matt SkonickiCinematics Character Artist, Midway Games
  • Their professors – and founders – are people who truly inspire. They don't just teach the 'how to' – they give you context, understanding and expectations of 'how to on the job'. Theirs is a practical approach to actually working in film, video and gaming. It's that amazing ideal, where art and making a living peacefully co-exist. You can certainly become a successful working artist without Gnomon, but with their pedigree, placement stats, culture and track record, why take that chance?

    JJ AbramsCEO, Bad Robot Productions, Director Star Wars: The Force Awakens, Star Trek, Super 8
  • Extensive learning courses in the Gnomon Workshop library are hands down the most crucial training solution to our studio. Also we have seen Gnomon's reputation being even greater overseas. At our recent Philippines studio, our employees are constantly learning from Gnomon's online programs. As an art service company, we always need to have a wide range of expertise and Gnomon has built a colossal library of creative knowledge which we can have access to 24/7. I truly appreciate Gnomon's vision to help anyone have access to better themselves and chase their dreams.

    Cecil KimChief Creative Officer, Section Studios
  • Framestore has been a subscriber to the Gnomon Workshop for years and it remains a popular resource. Artists sign up on a nearly daily basis, and the content is relevant and valuable for visual effects. Their licensing offering is reasonable and flexible which is essential for us to be able to engage.

    Andrew SchlusselDirector, Global Talent Development, Framestore
  • AAA game creation has evolved to become the proving ground for marrying the arts with technology – artists need to have exceptionally creative ideas that they can then implement through a digital medium, and then thoroughly optimize those art assets so that a console, consumer PC or smartphone can process those assets at 60 frames per second. In order to achieve this, artists need to have access to the latest techniques and knowledge, regardless of where they’re based. Capcom’s artists are able to take on this challenge specifically thanks to Gnomon, with its vast library of cutting edge knowledge and tutorials available 24 hours a day anywhere in the world – even here in Osaka.

    Matt WalkerProducer, Capcom Co., Ltd.
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Click to hear what many of the industry's top artists think about the Gnomon Workshop!