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Books > Arts & Architecture > Art forms, treatments & subjects > Art treatments & subjects > Art techniques & materials > Art techniques & principles
Italian futurism visualized diverse types of motion, which had been
rooted in pervasive kinetic and vehicular forces generated during a
period of dramatic modernization in the early 20th century. Yet, as
David Mather's sweeping intellectual and art historical scholarship
demonstrates, it was the camera-not the engine-that proved to be
the primary invention against which many futurist ideas and
practices were measured. Overturning several misconceptions about
Italian futurism's interest in the disruptive and destructive
effects of technology, Futurist Conditions provides a refreshing
update to the historical narrative by arguing that the formal and
conceptual approaches by futurist visual artists reoriented the
possibly dehumanizing effects of mechanized imagery toward more
humanizing, spiritual aims. Through its sustained analysis of the
artworks and writings of Umberto Boccioni, Giacomo Balla, and the
Bragaglia brothers, dating to the first decade after the movement's
founding in 1909, Mather's account of their obsession with kinetic
motion pivots around a 1913 debate on the place and relative import
of photography among traditional artistic mediums-a debate
culminating in the expulsion of the Bragaglias, but one that also
prompted a range of productive responses by other futurist artists
to world-changing social, political, and economic conditions.
Das Buch nimmt die Eickstedt-Sammlung aus Sudindien zum
Ausgangspunkt und verbindet ethnologische Forschung im Museum mit
postkolonialer Kritik an der Aneignung von Objekten und
Fotografien. Dabei vermittelt die Sammlung als ethnohistorische
Quellen ein Bild der Gesellschaft Sudindiens in den 1920er-Jahren.
Gleichzeitig stellt sich die Frage nach "anderen" Wahrnehmungen:
Wer stand mit welcher Intension hinter der Kamera? Und wie
interpretiert man die Fotografien und Objekte im heutigen
Sudindien? Katja Muller stellt verschiedene Narrative aus Indien
und Deutschland nebeneinander und macht damit deutlich, welche
theoretischen Zusammenhange und praktischen Machtstrukturen
zwischen Objekten, Fotografien und menschlichen Akteuren damals wie
heute bestehen.
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:
- how to find the story and how to find and utilize appropriate
facts and visuals;
- nonfiction narrative techniques
- artist's tools and techniques
- print, digital, and multimedia production
- legal and ethical considerations
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.
Each year 11 million people trek to the Louvre to gawk at the Mona
Lisa. Many visitors clutch guide books in hand describing the
painting. For some, it's the experience of a lifetime, one they'll
talk about with friends and family for decades. Yet some modern
researchers say that the vast majority of people will never
recognize the hidden messages in this painting. That's because
those hidden messages are subliminal. Buried below the threshold of
conscious awareness, Da Vinci used techniques people never notice.
Not only don't people know what they're seeing, they would be
shocked to find out. A surprisingly large number of famous
paintings fall into the same category. That is, they employ
subliminal techniques to enhance the effectiveness of the work or
to encode messages within portraits and landscapes. No book,
however, has ever attempted to provide an overview of the technical
sophistication and arcane methods that artists worldwide have used
to conceal secret meaning in their work. Every Picture Hides a
Story is the first book to expose the subliminal content in the
world's greatest paintings. Titillating, subversive, and building
on the groundbreaking work of pioneers of art criticism, this book
will enable readers to view art masterpieces with greater
understanding. And their enjoyment of these works will be
exponentially enhanced. This full-color book contains 90 images of
the paintings and their details.
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
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.
An Introduction to Computer Graphics for Artists is an
application-independent, reader-friendly primer for anyone with a
serious desire to understand 3D Computer Graphics. Written by a
veteran of the computer graphics industry whose previous career
included film animation and various spells as Art Director for
video games, Andrew Paquette draws on his experiences both as an
artist and a manager. Far too often artists, even professionals,
lack a basic understanding of the principles of computer graphics.
The result is inefficiency and lower quality of work. This book
addresses these issues by providing fundamental information in a
university course format, with theoretical material, detailed
illustrations, and projects to test the reader's understanding of
the concepts covered. Opening with the first and most basic
elements of computer graphics, the book rapidly advances into
progressively more complex concepts. Each of the elements, however
simple, are important to understand because each is an essential
link in a chain that allows an artist to master any computer
graphics application. With this accomplished, the artist can use
technology to satisfy his goals, instead of the technology being
master of the artist. All students wanting to learn more about
computer graphics from an artistic viewpoint, particularly those
intending to pursue a career in computer game design or film
animation, will find this book invaluable.
Create your own floral and plant illustrations, with no previous
artistic experience necessary! Each project in this beautiful book
is broken into easy-to-follow, step-by-step instructions, making
how to draw leaves and flowers (including poppies, pansies, and
cherry blossoms!) as easy as 1-2-3. You'll also learn the process
of creating patterns and digitising your illustrations!
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Paperback
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Discovery Miles 3 460
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