
The Gnomon Workshop releases the first two titles from the creative mind of Cameron Davis. In Character Design for Games and Animation Volumes 1 and 2, Cameron is sure to stir your creative juices as he walks you through his creative decision making process, from story and ideation, all the way to a fully rendered design. Along the way, Cameron discusses character design fundamentals including color and shape, and how these ideas directly impact audience psychology. These concepts are then applied to his final design and out comes a wonderfully creative piece with story and purpose, unique to Cameron’s own style.
“Many people have tried to draw me but never where everything has come together in such a perfect way. So unbelievably recognizable. WOW!!”
King Diamond
Heavy Metal Musician
“Creating comedic, charismatic, crazy concoctions characterizing cool, Cameron. ;D !”
Daphne Yap
Concept Artist, Illustrator, Designer
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This title is available as digital download and is also featured in our training subscription plans.
Character Design for Games and Animation Volume 1 Creating an Iconic Character with Cameron Davis
Character Design for Games and Animation Volume 2 Designing Digitally with Cameron Davis

Phil breaks down his process of creating a comic book cover/pinup in his own style, using a completely digital workflow. Using a combination of Adobe Photoshop for sketch and color, and Manga Studio for inking, Phil discusses the technical and artistic benefits of each application while highlighting key topics such as proportion, silhouette, color, and line weight.
“Noto’s art is an awesome mix of sensuality, archetypical imagery, and brilliant draftsmanship. It’s the coolest thing this side of Ian Fleming!”
Mark Chiarello
Art Director, DC Comics
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This title is available as digital download and is also featured in our training subscription plans.
Comic Book Illustration with Phil Noto Pinups and Covers

This week The Gnomon Workshop announces the release of Introduction to Character Modeling with Mark Dedecker. In this lecture, Mark breaks down the modeling pipeline, establishing an organized and effective method, simplifying the character modeling process. Relying on his years of production work in different pipelines, combined with his experience as an instructor, Mark is able to present a clear and intelligent approach to the character modeling pipeline, stressing the importance of organization, planning, and form analysis. Mark identifies and details many artistic and technical issues that arise in the character modeling pipeline which will dramatically speed up and enhance your workflow.
“I had the good luck to work with Mark Dedecker professionally for three years when we were both with Gentle Giant Studios. Mark is a great artist who brings so much character to all his sculpts. I am always thrilled by the sense of life and personality in each of his works. Mark is one of those digital sculptors who is just as happy sculpting the flexed heroic figure as the beautiful subtleties of the aged or corpulent form. His abilities to communicate humor and persona in a variety of different physiques was always fun to see. Mark is also gifted with the ability to break down and understand the sometimes highly technical process of bringing a character from sculpture into a game. Never losing sight of the art Mark always seems to bring the highest quality to each project we undertook. Mark was always able to seamlessly move from sculpting a lifelike dynamic character, to creating highly detailed costume and weapons, to taking all those beautiful assets and making them work inside someone else’s engine. I’m happy to have had the chance to work with Mark and I am excite for those who now have the chance to learn from his unique and powerful techniques.”
Scott Spencer
Creature Designer – Weta Workshop
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This title is available as digital download and is also featured in our training subscription plans.
Introduction to Character Modeling with Mark Dedecker

The Gnomon Workshop is pleased to announce the first release by lead texture painter Justin Holt. Titled Photorealistic Texture Painting: An Introduction with Justin Holt, this lecture provides a wonderful introduction to the art of texture painting. By dissecting multiple surface qualities, Justin is able to break materials down for correct and accurate shading. This lecture will demonstrate the proper methods for preparation and cleanup of reference imagery, projection and seam cleanup. Justin also shows you how to rebuild these textures from scratch, while demonstrating the correct method for painting Specular, Bump, and Displacement maps. Using a combination of Adobe Photoshop, Maxon BodyPaint3D, and Modo, Photorealistic Texture Painting will guide you through the entire texture workflow all the way to final render.
“Justin is the only texture artist whom I would trust with my models. His passion and unparalleled skills are showcased in each aspect of his craft. I’ve always been curious about his methods, and this DVD will reveal his engaging teaching style and easy-to-follow work process. Definitely an invaluable learning tool from one of the film industry’s very best artists.”
Giovanni Nakpil
Digital Model Supervisor – ILM
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This title is available as digital download and is also featured in our training subscription plans.
Photorealistic Texture Painting An Introduction with Justin Holt

This week The Gnomon Workshop announces the release of its first tutorial on stereoscopic imagery. Stereoscopic Camera Fundamentals: Maya and Lightwave Setup with Aristomenis Tsirbas is a great introduction to the subject and is software agnostic with demonstrations in Maya and Lightwave that could be applied to other packages as well. The DVD covers subjects ranging from the biology of the human eye and converting 2D CGI to true 3D, to final output and display. Aristomenis (Meni) recently joined Gnomon Studios as a Director of Photography to work on the short animated film Plus Minus, which is being produced by Gnomon Studios and directed by “9” director Shane Acker. Meni brings to this tutorial over fifteen years experience as a visual effects supervisor, and ten years experience directing for film and TV, including Battle for Terra.
“Meni is a unique film-maker because he knows how to do everything on a project. He’s a true auteur, and that’s what allows him to use everything that’s necessary to creatively push a project and combine all the elements to tell the most concise and clear visual story possible.”
Shane Acker
Academy Award Nominated director and animator “9″
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This title is available as digital download and is also featured in our training subscription plans.
Stereoscopic Camera Fundamentals Maya and Lightwave Setup with Aristomenis Tsirbas