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THE GNOMON WORKSHOP
The Gnomon Workshop provides training that both educates and inspires for visual effects artists, concept designers, sculptors and comic book illustrators and traditional artists, using Maya, ZBrush, 3ds Max, Photoshop and Painter as well as traditional drawing andpainting.
LOG IN | THE GNOMON WORKSHOP The Gnomon Workshop provides training that both educates and inspires for visual effects artists, concept designers, sculptors and comic book illustrators and traditional artists, using Maya, ZBrush, 3ds Max, Photoshop and Painter as well as traditional drawing andpainting.
TUTORIALS | THE GNOMON WORKSHOP The Gnomon Workshop offers the most comprehensive set of Digital Production tutorials anywhere. The broad scope of the tutorials contained in this section range from foundational understanding of the software tools all the way to the professional application of these tools and concepts used by artists working in the film and gameindustries.
REGISTER | THE GNOMON WORKSHOP The Gnomon Workshop provides training that both educates and inspires for visual effects artists, concept designers, sculptors and comic book illustrators and traditional artists, using Maya, ZBrush, 3ds Max, Photoshop and Painter as well as traditional drawing andpainting.
INTRODUCTION TO ZBRUSH 2021 Introduction to ZBrush 2021 is the most comprehensive video training series available for Pixologic’s industry-leading digital-sculpting software. Taught by Madeleine Scott-Spencer, this 65-chapter workshop — with 51 hours of lessons — begins with a quickstart tutorial to get you up to speed, fast. It’s the perfect introduction for everyone from complete beginners to those simply MASTER RIGGING & PYTHON SCRIPTING IN MAYA Automating different rigging setups is an essential part of the production pipeline at any major studio. Learn all the fundamental elements of rigging and Python scripting in Maya with this 5-hour workshop, which is structured so that even beginners can follow along INTRODUCTION TO HOUDINI 17 In this title, Senior Visual Effects Artist Robby Branham provides a thorough introduction to Side FX’s Houdini 17. It’s an exciting time when you first start working inside of a procedural 3D environment. Projects that can be difficult with traditional 3D applications often end up with road blocks that are not easily worked around. Adding Houdini to your tool belt will allow you to INTRODUCTION TO LIGHTING FOR ANIMATION In Introduction to Lighting for Animation, Lighting and Compositing TD Alex Corll shares his process of lighting a shot from start to finish using Maya, Arnold and Nuke. This includes researching reference images and assessing your scene, initial scene optimization, and additional tips to help speed up your workflow. He starts with establishing base lighting using an appropriate HDRI, andMATTE PAINTING
The Gnomon Workshop offers the most comprehensive set of Digital Production tutorials anywhere. The broad scope of the tutorials contained in this section range from foundational understanding of the software tools all the way to the professional application of these tools and concepts used by artists working in the film and gameindustries.
LIGHTING THE CG PORTRAIT Great lighting is what makes the difference between an amateur portrait render and a professional one. 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.THE GNOMON WORKSHOP
The Gnomon Workshop provides training that both educates and inspires for visual effects artists, concept designers, sculptors and comic book illustrators and traditional artists, using Maya, ZBrush, 3ds Max, Photoshop and Painter as well as traditional drawing andpainting.
LOG IN | THE GNOMON WORKSHOP The Gnomon Workshop provides training that both educates and inspires for visual effects artists, concept designers, sculptors and comic book illustrators and traditional artists, using Maya, ZBrush, 3ds Max, Photoshop and Painter as well as traditional drawing andpainting.
TUTORIALS | THE GNOMON WORKSHOP The Gnomon Workshop offers the most comprehensive set of Digital Production tutorials anywhere. The broad scope of the tutorials contained in this section range from foundational understanding of the software tools all the way to the professional application of these tools and concepts used by artists working in the film and gameindustries.
REGISTER | THE GNOMON WORKSHOP The Gnomon Workshop provides training that both educates and inspires for visual effects artists, concept designers, sculptors and comic book illustrators and traditional artists, using Maya, ZBrush, 3ds Max, Photoshop and Painter as well as traditional drawing andpainting.
INTRODUCTION TO ZBRUSH 2021 Introduction to ZBrush 2021 is the most comprehensive video training series available for Pixologic’s industry-leading digital-sculpting software. Taught by Madeleine Scott-Spencer, this 65-chapter workshop — with 51 hours of lessons — begins with a quickstart tutorial to get you up to speed, fast. It’s the perfect introduction for everyone from complete beginners to those simply MASTER RIGGING & PYTHON SCRIPTING IN MAYA Automating different rigging setups is an essential part of the production pipeline at any major studio. Learn all the fundamental elements of rigging and Python scripting in Maya with this 5-hour workshop, which is structured so that even beginners can follow along INTRODUCTION TO HOUDINI 17 In this title, Senior Visual Effects Artist Robby Branham provides a thorough introduction to Side FX’s Houdini 17. It’s an exciting time when you first start working inside of a procedural 3D environment. Projects that can be difficult with traditional 3D applications often end up with road blocks that are not easily worked around. Adding Houdini to your tool belt will allow you to INTRODUCTION TO LIGHTING FOR ANIMATION In Introduction to Lighting for Animation, Lighting and Compositing TD Alex Corll shares his process of lighting a shot from start to finish using Maya, Arnold and Nuke. This includes researching reference images and assessing your scene, initial scene optimization, and additional tips to help speed up your workflow. He starts with establishing base lighting using an appropriate HDRI, andMATTE PAINTING
The Gnomon Workshop offers the most comprehensive set of Digital Production tutorials anywhere. The broad scope of the tutorials contained in this section range from foundational understanding of the software tools all the way to the professional application of these tools and concepts used by artists working in the film and gameindustries.
LIGHTING THE CG PORTRAIT Great lighting is what makes the difference between an amateur portrait render and a professional one. 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. INTRODUCTION TO ZBRUSH 2021 Introduction to ZBrush 2021 is the most comprehensive video training series available for Pixologic’s industry-leading digital-sculpting software. Taught by Madeleine Scott-Spencer, this 65-chapter workshop — with 51 hours of lessons — begins with a quickstart tutorial to get you up to speed, fast. It’s the perfect introduction for everyone from complete beginners to those simply REGISTER | THE GNOMON WORKSHOP The Gnomon Workshop provides training that both educates and inspires for visual effects artists, concept designers, sculptors and comic book illustrators and traditional artists, using Maya, ZBrush, 3ds Max, Photoshop and Painter as well as traditional drawing andpainting.
INTRODUCTION TO MAYA 2020 Autodesk’s Maya 2020 is the leading 3D application used by artists in digital production across the game, visual effects, commercial, and broadcast industries. Maya's feature-rich toolset expands with every version and has been reorganized once more in this latest release. Whether you’re completely new to using a 3D computer graphics package, migrating from another 3D application, or an INTRODUCTION TO CREATURE DESIGN: VOLUME 1 Blockbuster creatures and monsters all start somewhere: With a sketch. Senior Character and Creature Concept Artist Kyle Brown demonstrates the industry-proven workflows he’s mastered through working on high-profile creature designs for film, television, games, and advertising projects. His 3.5-hour workshop demystifies the process of bringing creatures to life, with Volume 1 dedicated to FUNDAMENTALS OF PERSPECTIVE 1 A solid understanding of Perspective gives the artist the means to draw what they see both accurately and believably. This series on the Fundamentals of Perspective will provide artists with the understanding of not only the concepts but also put them into practice as Illustration master Gary Meyer guides you through each exercise. In this lecture titled Fundamentals of Perspective 1: One SUBTLE PERFORMANCE WORKFLOW VOL. 2 Subtle Performance Workflow Vol. 1, by Ted Lister, covered the preparation for an animated performance shot and detailed the body animation part of the process. In this second volume, Ted Lister continues his lessons with a focus on animating the face, using Kiel Figgins' Sicarius rig, revealing how to marry the work done on thebody animation
INTRODUCTION TO CREATING GAME-READY FOLIAGE Creating game-ready foliage by hand is simplified in this 3-hour workshop by Peyton Varney, Environment Texture Artist on The Last of Us Part II . This beginner-level tutorial walks through the complete process for asset creation, from sourcing references to the final implementation into the Unreal engine. The entire pipeline of foliage creation is covered, starting with an initial block-out CREATING SCI-FI KEYFRAME CONCEPT ART When you’re tasked with creating keyframe concept art for the art department of a feature film or video game, you’re more than likely going to need to bring a scene to life quickly, and with photorealistic results. Sebastien Hue is a Concept Illustrator with credits including Call of Duty: Infinite Warfare, who shares his complete workflow across 5 hours, from developing an initial idea to PROCEDURAL SHADING TECHNIQUES FOR HOUDINI & ARNOLD Learn to create photorealistic procedural shaders with Arnold and take advantage of the procedural nature of Houdini with this workshop by Wojtek Piwowarczyk, Environment Generalist TD for film, animation, and game cinematics. During the course of 8.5 hours, Wojtek reveals his personal collection of techniques used in production and developed over several years while creating visual effects UNDERSTANDING THE PRINCIPLES OF POSTER DESIGN Understanding The Principles of Poster Design is an empirical guide to contemporary commercial poster design as well as its ingredients. From storytelling elements, through title treatment design, and technical requirements, to data-influenced design decisions for effective design to convey stories and deliver specific messages to desired audiences.What is a poster?
THE GNOMON WORKSHOP
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The Gnomon Workshop offers the most comprehensive set of Digital Production tutorials anywhere. The broad scope of the tutorials contained in this section range from foundational understanding of the software tools all the way to the professional application of these tools and concepts used by artists working in the film and gameindustries.
Entertainment Design The Gnomon Workshop is widely regarded as the global leader in training tutorials for the designer working in the entertainment industry. With tutorials ranging from foundational drawing and design concepts to process tutorials from some of the top concept and character designers in the world, there is surely something here toinspire.
Tattooing
As the tattoo industry has seen an explosion in popularity over the last few years, the need training in this field has also grown. In these video tutorials, some of the top tattoo artists in the world share their techniques and their take on the art of tattoo. The tutorials range from absolute beginner level to advanced color and blending techniques used by some of the world's best.Software
The Gnomon Workshop offers professional training on most of the software applications used in today's digital pipelines. There are foundational titles to introduce users to the software and tools, as well as advanced production titles that discuss application tools and processes vital to the production of digital assets and media. * Digital Production * Entertainment Design* Software
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* Character rigging
* Cinematography
* Compositing
* Creature design
* Digital sculpting
* Digital sets
* Effects animation
* Environment design* Game engines
* High dynamic range images * Lighting & rendering* Look development
* Matchmoving
* Matte painting
* Modeling
* Painting
* Photogrammetry
* Pre viz
* Scripting
* Sculpting
* Texturing & shading* Uv layout
* Visual effects
* Anatomy
* Character design
* Color theory
* Comic book art
* Creature design
* Drawing
* Environment design* Mold making
* Painting
* Perspective
* Prop design
* Sculpting
* Storyboarding
* Vehicle design
* Zoology
* 3d coat
* 3ds max
* After effects
* Arnold
* Blender
* Bodypaint 3d
* Boujou
* Cityengine
* Clarisse
* Corel painter
* Davinci resolve
* Daz3d
* Fusion
* Global mapper
* Google earth
* Google sketchup
* Headus
* Houdini
* Keyshot
* Lightroom
* Lightwave
* Mari
* Marmoset toolbag
* Marvelous designer* Maxwell render
* Maya
* Mental ray
* Meshmixer
* Mixamo
* Modo
* Moi 3d
* Mudbox
* Natron
* Nuke
* Octane render
* Oculus medium
* Onyx
* Ptgui
* Photoshop
* Premiere
* Quicktime
* Quixel ddo
* Reality capture
* Recap
* Redshift
* Shake
* Simplify 3d
* Sketchbook pro
* Speedtree
* Substance designer* Substance painter
* Syntheyes
* Terragen
* Topogun
* Unity
* Unreal
* V-ray
* World machine
* Xsi
* Zbrush
* Xnormal
* Tattooing
* Browse by Instructor Professional Training for Artists The Gnomon Workshop seeks out the most highly-regarded traditional and digital artists and technicians currently working in the entertainment and design industries. Our instructors have shared their practices working at such top studios as Pixar, ILM, Blizzard, and many more. Instructor Galleries Instructor Interviews* A - C
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* Alex Alvarez
* Christian Alzmann
* Sarah Arduini
* Van Arno
* Shahin Badiei
* Rick Baker
* Alessandro Baldasseroni * Christopher Barischoff* Wayne Barlowe
* Tom Baxa
* Aaron Beck
* Harald Belker
* Joe Benitez
* Eddie Bennun
* Pascal Blanché
* Neil Blevins
* Kevin Bolivar
* Link Bossman
* Jack Bosson
* Robby Branham
* Toni Bratincevic
* Shiflett Brothers
* John Brown
* Bill Buckley
* Matthias Buehler
* Vitaly Bulgarov
* Rey Bustos
* Alessandro Cangelosi* Jessica Canter
* Joe Capobianco
* Luis Carrasco
* Robert Chapman
* Charles Chorein
* Ryan Church
* John Clark
* James Clyne
* Robert Coddington
* Dylan Cole
* April Connors
* Jeremy Cook
* Alexander Corll
* Francesco Corvino
* Cameron Scott Davis* Dean Deakyne
* Mark Dedecker
* Stephen Delalla
* Maxime Deleris
* Christophe Desse
* Hossein Diba
* Tim Dobbert
* Thierry Doizon
* Dave Dorman
* Olivier Dubard
* Frederic Durand
* Scott Easley
* Ben Erdt
* Gennaro Esposito
* Krystal Sae Eua
* Devon Fay
* Aaron Fernandes
* David Finch
* Steve Firchow
* Jesse Flores
* Johnny Fraser-Allen* Tor Frick
* Wendy Froud
* Garrett Fry
* Marc Gabbana
* Fred Gago
* Carl Grace
* Rafael Grassetti
* Jeremy Griffith
* Jason Michael Hall* Mike Harris
* James Hawkins
* Ryan Hawkins
* Josh Herman
* Nick Hiatt
* Rick Hilgner
* Darin Hilton
* Phil Holland
* Wayne Hollingsworth* Justin Holt
* Charles Hu
* Carlos Huante
* Nikko Hurtado
* Alex Jaeger
* Rohit Jain
* Tim Jones
* Ian Joyner
* Cesar Dacol Jr.
* Jama Jurabaev
* Andras Kavalecz
* Eric Keller
* Ara Kermanikian
* Richard Keyes
* Cecil Kim
* Chris Kirshbaum
* Gavriil Klimov
* David Krentz
* Maciej Kuciara
* Robert Kuczera
* Ergin Kuke
* Raphael Lacoste
* Sebastien Larroude* Alvin Lee
* Sang Jun Lee
* Perry Leijten
* Ron Lemen
* Daniel Enrique De Leon* David Lesperance
* David Levy
* Paul Liaw
* Aaron Limonick
* Josh Lynch
* Kevin Mannens
* Jerad S. Marantz
* Miguel Martinez
* Iain McCaig
* Brendan Mcaffrey
* Jeff Mcateer
* Syd Mead
* Ryan Meinerding
* David Meng
* Gary Meyer
* Vibol Moeung
* Josh Murray
* Robert Nederhorst
* Luca Nemolato
* Alex Nice
* Josh Nizzi
* Phil Noto
* Rogelio Olguin
* Miguel Ortega
* Paul Ozzimo
* Neville Page
* Dax Pandhi
* Andy Park
* Dave Pasciuto
* Scott Patton
* Joe Peterson
* Zack Petroc
* Stephen Platt
* Puddnhead
* Nick Pugh
* Dominic Qwek
* Guilherme Rambelli* Brian Recktenwald
* Nick Reynolds
* Gil Rimmer
* Scott Robertson
* In-Ah Roediger
* Eric Ryan
* Carlo Sansonetti
* Matthew Savage
* James Schauf
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* Yohann Schepacz
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* Erik Tiemens
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ANATOMY FOR ARTISTS VOLUME 2 UNDERSTANDING THE LEG AND FOOT WITH REY BUSTOS In this workshop, Artistic Anatomist and Professor Rey Bustos delves into the anatomy of the human leg and foot. Rey splits the lecture into two sections: the lower leg and foot, then the upper leg, thigh and gluteals.WATCH NOW CREATING A PHOTOREAL INTERIOR WITH ADRIEN VALLECILLA Adrien walks through a complete professional workflow for laying out, modeling, texturing, lighting, rendering, and compositing a photorealistic apartment interior in 3D, using a photographic reference to guide the production and styling of the sceneWATCH NOW NCLOTH FOR PRODUCTION SIMULATING A WARRIOR MONK’S ROBE WITH ROHIT JAIN This character FX workshop taught by Lead Creature FX TD Rohit Jain, guides you through a tried-and-tested production workflow using nCloth to simulate costumes in Maya.WATCH NOW INTERVIEW WITH CHARLES HUBY GENESE DAVIS
In this interview, Hu divulges his take on traditional figure painting, his catalyst into teaching, and his approach toward go-to art practices. Plus, Hu reveals the details on his most influential past endeavors and mentors.READ NOW CHARACTER ANIMATION AND VIDEO REFERENCE PROFESSIONAL WORKFLOW WITH SARAH ARDUINI Sarah Arduini, Senior Character Animator and Key Artist, will share the tools and process she uses during her daily workflow when creating video reference for films with a focus on the theory behind the practice.WATCH NOW 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 industryMore Information DESIGNING A PILOTED COMBAT MECH WITH ARA KERMANIKIAN Ara goes through a 3D workflow using various tools and VR to sketch, refine, model and render a piloted combat mech used for personnel insertion or extraction, the MP9 PIX mech.WATCH NOWANATOMY FOR ARTISTS
UNDERSTANDING THE BACK AND SHOULDER MUSCLES WITH REY BUSTOS “Artistic Anatomy” refers to the essential muscles that create the visible shapes that we see on a model’s physique. Rey Bustos, famed illustrator and anatomist, teaches how to illustrate the complex back and shoulder muscles in a way that is preferred by most artistic anatomists.WATCH NOW PREPARE TO BE EDUCATED AND INSPIRED GET INSTANT ACCESS TO AN AMAZING ARTS EDUCATIONAL RESOURCE Sign up for the subscription and broaden your skills as an artist with access to an amazing range of lectures and demos.Sign Up for a FreeTrial Today!
HOW TO MAKE A CREATURE WITH CHARACTERWITH IAN JOYNER
This workshop teaches how to create a creature design with the kind of character and personality traits that can evolve with a story throughout a movie or game. With over 15 years of industry experience designing characters and creatures, Ian Joyner presents his complete design workflow with a focus on the importance of believable anatomy, history, and story.WATCH NOW LOOK DEVELOPMENT AND LIGHTING TECHNIQUES FOR FILM THE MAKING OF "THE NINGYO" VFX Artist and Director of “The Ningyo,” Miguel Ortega, breaks down the creation of two specific shots featured in the period fantasy film to share his Nuke, look development, lighting techniques, and the basic concepts he follows when creating a short movie.WATCH NOW INTERVIEW WITH ALESSANDRO CANGELOSIBY 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.READ NOW CREATING TRANSLUCENT CREATURE SKIN PAINTING TECHNIQUES WITH GINO ACEVEDO Gino Acevedo, Creative Art Director at Weta Digital, shares his personal approach to “hand-painting” creature designs in Photoshop. Widely known in the industry for his special FX airbrushing techniques on blockbuster movie prosthetics and puppets, Gino reveals how he now uses traditional-inspired techniques similar to those used on silicone models to achieve the ultimate translucent skin for convincing creature designs.WATCH NOW UNREAL ENGINE COMPLETE MATERIAL SYSTEM OVERVIEW FUNDAMENTAL AND ADVANCED TECHNIQUES WITH CHARLESTON SILVERMAN During the course of more than three hours of lectures, Charleston covers a vast array of information and techniques, discussing everything from texture setup, import basics and the fundamentals of creating materials, to PBR workflows and creating materialinstances.WATCH NOW
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.MoreInformation
* New Releases
* Popular Titles
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How to make a Creature with CharacterWith Ian Joyner
Look Development and Lighting Techniques for FilmWith Miguel Ortega
Creating Translucent Creature SkinWith Gino Acevedo
Unreal Engine Complete Material System Overview With Charleston Silverman The Art of Iconic Creature DesignWith Aaron Sims
Creating Keyframe Illustrations for FilmWith Jama Jurabaev
Anatomy for Artists Volume 2With Rey Bustos
Creating a Photoreal Interior With Adrien Vallecilla NCloth for ProductionWith Rohit Jain
Character Animation and Video ReferenceWith Sarah Arduini
Designing a Piloted Combat Mech With Ara Kermanikian Anatomy for Artists Volume 1With Rey Bustos
How to make a Creature with CharacterWith Ian Joyner
Look Development and Lighting Techniques for FilmWith Miguel Ortega
Creating Translucent Creature SkinWith Gino Acevedo
Unreal Engine Complete Material System Overview With Charleston Silverman The Art of Iconic Creature DesignWith Aaron Sims
Creating Keyframe Illustrations for FilmWith Jama Jurabaev
Anatomy for Artists Volume 2With Rey Bustos
Creating a Photoreal Interior With Adrien Vallecilla NCloth for ProductionWith Rohit Jain
Character Animation and Video ReferenceWith Sarah Arduini
Designing a Piloted Combat Mech With Ara Kermanikian Anatomy for Artists Volume 1With Rey Bustos
Creating Keyframe Illustrations for FilmWith Jama Jurabaev
Anatomy for Artists Volume 1With Rey Bustos
Designing a Modular Environment using Unreal With Brian Recktenwald Houdini Terrain TechniquesWith Robby Branham
Creating a Female Hairstyle for Production with Maya XGen With Bruno Tornisielo Anatomy Workshop Volume 1With Charles Hu
Introduction to Maya 2019With Eric Keller
Introduction to ZBrush 4R8 With Madeleine Scott-Spencer How to make a Creature with CharacterWith Ian Joyner
Unreal Engine Complete Material System Overview With Charleston Silverman Look Development and Lighting Techniques for FilmWith Miguel Ortega
Introduction to Houdini 17With Robby Branham
Creating Keyframe Illustrations for FilmWith Jama Jurabaev
Anatomy for Artists Volume 1With Rey Bustos
Designing a Modular Environment using Unreal With Brian Recktenwald Houdini Terrain TechniquesWith Robby Branham
Creating a Female Hairstyle for Production with Maya XGen With Bruno Tornisielo Anatomy Workshop Volume 1With Charles Hu
Introduction to Maya 2019With Eric Keller
Introduction to ZBrush 4R8 With Madeleine Scott-Spencer How to make a Creature with CharacterWith Ian Joyner
Unreal Engine Complete Material System Overview With Charleston Silverman Look Development and Lighting Techniques for FilmWith Miguel Ortega
Introduction to Houdini 17With Robby Branham
ZBrush Sculpting Techniques with Tomasz Strzalkowski With Tomasz StrzalkowskiMEET THE ARTIST
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Creature designer and concept artist Jerad S. Marantz has worked on the likes of Marvel’s Avengers: Infinity War and Black Panther, The Planet of the Apes trilogy, American Horror Story, HBO’s Westworld, and Gears of War, to name a few. In this interview, we discuss his very grounded creative process for designing the seriously awesome superheroes and monsters we see on screen today, keeping up with the ever-evolving needs of the film and game industries, and how having traditional skills in your arsenal will always benefit digital artists. Read the interview with Jerad S. Marantz by Courtney TrowbridgeInterview Archive
* Gnomon events
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BREAKING INTO THE GAMES INDUSTRYFebruary 24th 2020
Thursday, February 27th, 2020, 7:30 pm – 10:00 pm Portfolio and Career Advice with Bli...*
GNOMON + ARTSTATION MIXER 2020February 18th 2020
Wednesday, March 18th, 2020, 7:00 pm – 11:00 pm Heading to San Francisco for the Game Dev...*
RIOT GAMES: A DAY IN THE LIFE OF AN ARTISTFebruary 6th 2020
Thursday, February 20th, 2020, 7:30 pm – 10:00 pm Watch Riot Games: A Day in the Life of an A...More Events
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MACIEJ KUCIARA CONCEPT ARTIST FOR TERMINATOR: DARK FATEMay 2nd 2019
The legendary Terminator movie has yet another sequel coming out in November. Terminator: Dark Fat...*
JUSTIN HOLT TEXTURE SUPERVISOR FOR NEW MUTANTSMarch 21st 2019
Justin Holt was a Texture Supervisor for the upcoming movie New Mutants which has been in limbo fo...*
IGOR STARITSIN SENIOR CONCEPT ARTIST FOR GOZILLA: KING OF THE MONSTERSMarch 18th 2019
The amazingly talented Igor Staritsin did concept art for the massively anticipated Godzilla: King...More Artist News
GNOMON WORKSHOP IMAGE CHALLENGE Challenge:THE UPSIDE DOWNWinner:Dave Wolf
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Summer 2019 The Upside Down*
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 YearEnter
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 DetailsCONTEST DETAILS
ABOUT THE IMAGE CHALLENGE For more than a decade, we’ve hosted regular contests on the Gnomon Workshop forums, which have been home to many great artists and Workshoppers — and we’ve awarded over $100,000 worth of subscriptions to winners over the years! As of Summer 2019, we’ve refreshed the Image Challenge and brought them over to Facebook to help reach many more artists and make the challenges much easier for you to fit into your daily activities. Join us! It’s going to be a great chance to push your skills, meet other likeminded artists — and win some cool prizes.THE PRIZES
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 (worth $490 USD), with a six-month subscription for second place, and a three-month subscription for third place. The Gnomon Workshop library contains over 300 lectures and over 1,000 hours of training by top professional artists around the world.HOW IT WORKS
It’s super simple: We’ll provide a theme as inspiration to get you started with each challenge. Your task is to design and create your best artwork possible — which can be 2D, 3D, or a hybrid of both — and submit it here in this group feed before the deadline. Be sure to note the time of the deadline and convert to your timezone so younever miss out.
When submitting your final artwork, just tell us the followinginformation:
Software used:
Date completed:
You’re welcome to add some notes about your intentions, story, etc. but these are optional. The judges, including Gnomon Workshop Founder Alex Alvarez, will select the top three once the deadline has passed. The winners will be announced in this group in a post and the winners will be contacted via private message. To claim a subscription prize, you’ll just need to provide a working email address. If you already have a subscription: It’s okay! We will add more time to your account. So, if you have three months left of a one-year subscription, for example, and you win a second-place prize, we’ll add six months to your current subscription. THE SELECTION PROCESS We want these challenges to be fun, not a brutal competition. We love to see new artists emerge and we see this image challenge a great way to give artists more exposure while rewarding them with cool prizes and recognition. Winners will be selected based on the judges’ opinions of the most successful interpretation of each challengebrief.
* 1st Place1 Year Gnomon Workshop Subscription * 2nd Place6 Months Gnomon Workshop Subscription * 3rd Place3 Months Gnomon Workshop SubscriptionTESTIMONIALS
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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 ofArt & Design
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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.*
I am often asked about schools and training by beginning fx artists and always tell them to go to the Gnomon site ... what more could you ask for? A comprehensive library of masterful level art, taught by generous and devoted professionals of the highest level that allow you to see their entire process without holding back the essential details and tricks of their own personal styles! I currently study the ever evolving digital options that have to offer in zbrush and conceptdesign myself!
Glenn HetrickAlchemy Studios Read More Testimonials Click to hear what many of the industry's top artists think about theGnomon Workshop!
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