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Books > Arts & Architecture > Art forms, treatments & subjects > Art treatments & subjects > Art techniques & materials > Art techniques & principles
Learn the skills to set any scene or capture any mood. With this book, your manga drawings will spring to life and leap off the page! Drawing Action Scenes and Characters is most suited to digital artists, but the tips and techniques in this book are applicable to illustrators of all schools and persuasions. No matter where you're at in your development as a manga master, this companion volume helps bring your skills to the next level. Follow along through the forty mini-lessons, created and guided by experts tapping into years of experience in the Japanese animation and entertainment industries. Open new pathways to your visual storytelling possibilities as your characters find themselves in increasingly complex and compellingly rendered scenarios. Tuttle's How to Create Manga series guides users through the process of reaching a professional-looking final drawing through actual sketch progressions, practical tips and caution on common missteps to avoid. Other books in the series include How to Create Manga: Drawing the Human Body, How to Create Manga: Drawing Facial Expressions and How to Create Manga: Drawing Clothing and Accessories.
A practical approach to all aspects of making porcelain pots and sculptures: from clays and glazes to throwing, handbuilding, slipcasting and decorating. Porcelain is known and highly praised for its delicacy, translucency, fineness and whiteness, but it has always posed particular problems for ceramicists using it. In this revised edition, Peter Lane looks at the development of porcelain in the last few years of the 20th century and at the start of the 21st. He gives particular consideration to the technical achievements, the working practices and aesthetic concerns of ceramicists who work with this most popular medium and its close relative, bone china. The works illustrated in this book demonstrate the confidence and the versatility of contemporary ceramicists who use its special characteristics in exciting and original ways. There are over 350 new illustrations and 75 new artists featured in this updated edition. The result is a breathtaking look at the exciting and innovative work that is currently being done internationally in this field. The wide diversity of porcelain objects will both inspire and enthral potters, collectors and anyone interested in fine ceramics.
Many people crave a creative outlet, but more often than not, don't know where to start. In Yellow, Valentina Zucchi and Sylvie Bello invite you to nurture your creativity and build your confidence by taking inspiration from modern works of art that celebrate yellow, the most cheerful and inviting of colours. Explore some of the many different yellows that artists have used over the years to give substance to the beauty of light, from precious gold to butterscotch and cadmium yellow. Throughout the book, Valentina and Sylvie provide creative and fun prompts - many based on famous works of art - which will encourage you to draw or paint on the pages using various techniques. Packed with inspiration from the world's most celebrated artists, including Olafur Eliassoni, Vincent van Gogh, JMW Turner and more, you will discover the many shades of yellow and just some of the ways it can be used to convey meaning. Yellow is a short course in unlocking your creative self - perfect for budding artists of all ages who are keen to try out different techniques and materials and begin their artistic journey.
Ever wondered how you could become a character designer for video games, film or animation? Veteran art director and concept artist Marc Taro Holmes shares proven methods for honing the skills and building the portfolio necessary to become a pro gaming artist. This is the first and only work-at-your-own pace home study program that teaches the crucial insider knowledge needed to break into the entertainment-design industry and develop your own style--all you need are a pencil, paper and your imagination. The projects within this straightforward guide are constructed to help you apply your existing drawing and digital art skills to character design. Or, if you're still working on your skills, it will help you improve while at the same time turning your mind into an idea-generating machine. Unlock the Secrets to Character and Creature Design Follow the creature design process from start to finish: 35 projects are divided into 4 challenge levels, ranging from brainstorming and drawing character blueprints to completing market-ready illustrations. As the levels advance, the projects become more complex. Learn to solve design problems: Every project introduces you to an open-ended fictional assignment inspired by industry experience. Each project has a list of minimum deliverables--the basics to get to the next stage--plus bonus goals. You receive virtual merit badges for each achievement you complete. Think like a pro: Over the 155 possible artistic achievements, you'll be asked to find a solution to every type of conceptual problem you might encounter as a professional creature or character designer. Build your portfolio: Work toward creating an outstanding portfolio. Improve your skills and push yourself to create a fine-tuned presentation that could get you your eventual dream job. "This is a workout for the imagination, a boot camp for creativity." --Marc Taro Holmes
Perspective is a discipline often set aside when it comes to general art study, though it is essential to master in order to produce any piece of art that is and feels realistic. Framed Perspective 1 equips artists with the technical knowledge needed to produce successful visual storytelling-related drawings: from understanding the basics of the space around us and how we perceive it, all the way to more sophisticated endeavors, like creating entire locations that will become the believable set ups our characters and stories will happen within. As intimidating as perspective may seem, best-selling author and artist Marcos Mateu-Mestre delivers each lesson in an accessible and informative way that takes the mystery out of achieving successful scenes. The book includes extensive step-by-step practical explanations of how to build objects and environments of all sorts, taking that first sketch to a fully rendered artwork with many of his finished illustrations as examples. Sure to be the most popular book in your art library, it will train you to see the world in a way that allows you to enjoy every curve and slope you see in it and, more importantly, translate that vision into art with accuracy and a great sense and understanding of depth and proportion. Your perspective will never be the same!
One of the few books on the subject, Young's completely illustrated manual gives expert guidance on how to draw shirts, pants, skirts, gloves, hats, coats, and undergarments on the human figure. He covers folds in relation to the body, the figure's supporting surfaces, effects of pull and crush, action folds, and more. Over 200 drawings.
In this classic text, James Elkins communicates the experience of painting beyond the traditional vocabulary of art history. Alchemy provides a strange language to explore what it is a painter really does in the studio-the smells, the mess, the struggle to control the uncontrollable, the special knowledge only painters hold of how colors will mix, and how they will look. Written from the perspective of a painter-turned-art historian, this anniversary edition includes a new introduction and preface by Elkins in which he further reflects on the experience of painting and its role in the study of art today.
Dress up your drawings any way you like using this complete all-in-one style guide! Have you ever struggled to get the drape of a dress or the look of a jacket just right? Maybe you've mastered the human form but your drawings lack a sense of fashion? Or perhaps you're a budding fashionista who loves decking your characters out in elegant, outrageous or cutting-edge outfits? No matter how you wish to clothe your creations, in traditional togs or casual fashions, How to Create Manga: Drawing Clothing and Accessories is the perfect tutorial for you! Fashion meets form in this essential style guide to dressing up your drawings. Drape your manga creations in the wardrobe of your dreams, while learning techniques and tips used by professional illustrators to realistically draw clothing and accessories of all types--from blouses and T-shirts to button downs, sweaters, coats, pants, skirts and shorts. And what about the accessories? Boots, belts, shoes and sandals are all included as well, along with detailed coverage of satchels, purses and backpacks. How to Create Manga: Drawing Clothing and Accessories is the fashion bible used by manga artists in Japan. It presents more than 900 drawings by twelve accomplished illustrators, covering a broad range of fashions. Detailed, in-depth instructionals show you how to render not just the garments themselves, but the folds, creases and wrinkles that give them a sense of realism and movement. Other books in the series include How to Create Manga: Drawing Facial Expressions, How to Create Manga: Drawing the Human Body and How to Create Manga: Drawing Action Scenes and Characters.
The act of field sketching allows us to experience the landscape first-hand - rather than reliance upon plans, maps and photographs at a distance, back in the studio. Aimed primarily at landscape architects, Janet Swailes takes the reader on a journey through the art of field sketching, providing guidance and tips to develop skills from those starting out on a design course, to those looking to improve their sketching. Combining techniques from landscape architecture and the craft and sensibilities of arts practice, she invites us to experience sensations directly out in the field to enrich our work: to look closely at the effects of light and weather; understand the lie and shapes of the land through travel and walking; and to consider lines of sight from the inside out as well as outside in. Full colour throughout with examples, checklists and case studies of other sketchers' methods, this is an inspirational book to encourage landscape architects to spend more time in the field and reconnect with the basics of design through drawing practice.
A prominent artist ventured behind locked doors to portray three
"forgotten" social classes: the elderly, people in mental
institutions, and the prison population. Alan E. Cober began his
career in the 1960s, when illustration took a turn toward a new
expressionism. Influenced by the works of Ben Shahn, George Grosz,
and Albrecht Durer, he believed that narrative art could inform
public attitudes toward political and social issues. Cober's aim as
a "visual journalist" was to effect change by graphically exposing
the realities of our times.
The possibilities for creation are endless with 3D printing, sculpting, scanning, and milling, and new opportunities are popping up faster than artists can keep up with them. 3D Technology in Fine Art and Craft takes the mystery out of these exciting new processes by demonstrating how to navigate their digital components and showing their real world applications. Artists will learn to incorporate these new technologies into their studio work and see their creations come to life in a physical form never before possible. Featuring a primer on 3D basics for beginners,interviews, tutorials, and artwork from over 80 artists, intellectual property rights information, and a comprehensive companion website, this book is your field guide to exploring the exhilarating new world of 3D. Follow step-by-step photos and tutorials outlining the techniques, methodologies, and finished products of master artists who have employed 3D technology in new and inventive ways Learn how to enlarge, reduce, and repurpose existing artwork and create virtual pieces in physical forms through a variety of mediums Research your options with an accessible list of pros and cons of the various software, 3D printers, scanners, milling machines, and vendors that provide services in 3D technology Listen to podcasts with the artists and learn more tips and tricks through the book's website at www.digitalsculpting.net
This concise book contains all you'll ever need to know about perspective drawing. In twenty masterfully organized chapters, from simple to complex, the author explains the basics and not-so-basics of perspective drawing. He includes suggestions on how to make your drawings a lot simpler, drawing methods for observation and space division, a "Remember" section at the end of each chapter in which he summarizes the most important information and principles presented in that chapter, and a "Problems" section with exercises that will help you apply what you just learned. This great book, devoted entirely to clarifying the laws of perspective, has over 250 simple line drawings, includes 256 illustrations, and leads the reader through every important concept.
As major universities and professional organizations like the Poynter Institute have begun to examine graphic nonfiction from a critical perspective, new courses are emerging that give student writers and artists the tools to tell their own nonfiction stories in comics form. Nonfiction Comics is the first textbook to bring these tools and techniques together in a single volume. Most novices who first attempt the form arrive at it from a background of journalism or art, meaning they arrive with at least one deficit in the required skill set. Journalists, for example, typically have had little training in illustration. Artists and designers may not know how to conduct interviews or to avoid the potential legal pitfalls of telling the personal stories of real people. This book aims to fill in the gaps providing student journalists, artists, designers, creative writers, web producers and others the tools they need to tell stories visually and graphically. Based on the authors' popular team-taught nonfiction comics course, Nonfiction Comics teaches readers how to create a graphic nonfiction story from start to finish, providing guidance on:
Interviews with well-known nonfiction comics creators--showcased in the book and on the book's companion website--will discuss best practice and offer readers inspiration to begin creating their own work.
The humble sketch is the foundation of great art, where thoughts and concepts first come to life as an image-but rarely are sketches celebrated like they deserve to be for their power to explore, inspire, and entertain. In Sketching from the Imagination: Sci-fi, a selection of fifty talented traditional and digital artists, ranging from industry legends to talented up-and-comers, have been chosen to share their sketches and reveal the ideas, inspirations, and techniques behind their creative processes. Continuing the high-quality format of 3dtotal Publishing's previous successes, Sketching from the Imagination: An Insight into Creative Drawing and Sketching from the Imagination: Fantasy, this new title is dedicated to fantasy's sibling genre, sci-fi, in all its forms. From doodles of robots and aliens to concept designs for spaceships and speculative life-forms, including rendered drawings of invented worlds, Sketching from the Imagination: Sci-fi presents a handpicked collection of the best sketches and drawings by sci-fi artists from across the globe-each with their own unique style and approach to the genre. Each artist presents an impressive showcase of images from their sketchbooks, accompanied by their own enlightening commentary, and page upon page of useful tips, techniques, creative insights, and invaluable advice for getting your ideas out of your brain and onto the page. Sketching from the Imagination: Sci-fi is not only a must-have resource for any concept designer's shelf, but a stunning compilation of drawings that will delight sci-fi fans and any admirer of beautiful artwork.
"There's no grandstanding or showmanship, just solid, honest instructions and demonstrations that produce solid, worthwhile results." - Artbookreview.net Snow scenes make wonderful subjects for beginner watercolour artists - all you need is the know-how and confidence to give snow depth, sparkle and just the right amount of colour. Popular artist and author Grahame Booth will show you how to achieve beautiful results, using just three brushes, three paints and nine fantastic projects. Starting with a small but perfectly formed tool kit of three brushes, a mixing palette, watercolour paper and three tubes of paint, Grahame guides you step-by-step through nine projects, starting with a simple scene and progressing on to more complex ones. Even if you have never picked up a paintbrush, you will be amazed at what you will achieve by the end of this book. And along the way you will have learnt all the skills you need to start painting wonderful snow scenes of your own.
A mentor to Georgia O'Keeffe, Dow literally "wrote the book" on composition. First published in 1899, this manual influenced generations of teachers and students. Relevant to all of the visual arts, it employs a workbook format to impart principles regarding harmonic relations between lines, color, and dark and light patterns.
The Ultimate Resource and Reference Guide for Artists! Discover an innovative self-critique method that will empower you to answer the artist's most common questions, Now What? and Is it Finished? as you learn to identify and overcome painting issues faced by artists regardless of medium or style. With hundreds of insights, tips, illustrated techniques and ideas, Create Perfect Paintings shows you how to push your work to the next level by strengthening your perception, technical skills and visual thinking. Exercises and examples illustrate how to critique your own creations and then evaluate them step by step for further improvement. You will compare illustrations, and learn to identify and modify artistic choices--from negative space and color ratio to controlling eye movement, depth and contrast--to see their impact and help you use them to the best effect in your work. What you'll find inside: Section 1: Essentials--Reviews and defines artistic terms and concepts. Section 2: Play Phase--Shows you how to tap into your right brain. Learn to challenge the process and break habits to free your spirit and inspire variety in your art; also covers materials, tools and surfaces Section 3: Critique Phase--Introduces a groundbreaking method of contemporary critique called The Viewing Game a comprehensive, systematic and fun way to analyze, edit and enhance your paintings. Sections 4 and 5--Bonus sections explore how to resolve creative blocks, convey artistic messages, boost your personal style, display your work and turn painting into a career. "May this book increase your productivity, add ease and flow to your creative process, clarify your ideas, add nuance to your personal style, and most importantly, add joy to the miraculous act of painting." --Nancy Reyner
This volume covers Chinese art during the reign of the Sui and Tang Dynasties during which the various disciplines of plastic and performing arts all entered a stage of unprecedented prosperity and development. It also traces new explorations in calligraphy, painting, and mural art and highlights architectural achievements during the historic period. A General History of Chinese Art comprises six volumes with a total of nine parts spanning from the Prehistoric Era until the 3rd year of Xuantong during the Qing Dynasty (1911). The work provides a comprehensive compilation of in-depth studies of the development of art throughout the subsequent reign of Chinese dynasties and explores the emergence of a wide range of artistic categories such as but not limited to music, dance, acrobatics, singing, story telling, painting, calligraphy, sculpture, architecture, and crafts. Unlike previous reference books, A General History of Chinese Art offers a broader overview of the notion of Chinese art by asserting a more diverse and less material understanding of arts, as has often been the case in Western scholarship.
Generations of students have benefited from the teachings of this 19th-century master, whose sketches of vignettes from natural settings are accompanied by a series of lessons emphasizing both practical and theoretical considerations. This edition features the added attraction of 23 outstanding plates from the author's Lessons on Trees.
Giles Knox examines how El Greco, Velaizquez, and Rembrandt, though a disparate group of artists, were connected by a new self-consciousness with respect to artistic tradition. In particular, Knox considers the relationship of these artists to the art of Renaissance Italy, and sets aside nationalist art histories in order to see the period as one of fruitful exchange. Across Europe during the seventeenth century, artists read Italian-inspired writings on art and these texts informed how they contemplated their practice. Knox demonstrates how these three artists engaged dynamically with these writings, incorporating or rejecting the theoretical premises to which they were exposed. Additionally, this study significantly expands our understanding of how paintings can activate the sense of touch. Knox discusses how Velaizquez and Rembrandt, though in quite different ways, sought to conjure for viewers thoughts about touching that resonated directly with the subject matter they depicted. |
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