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Books > Arts & Architecture > Art forms, treatments & subjects > Art treatments & subjects > Art techniques & materials > Art techniques & principles
An essential handbook for studio potters working towards achieving
a fantastic spectrum of colourful glazes. Colour in Glazes teaches
you all the methods for achieving colour in glazes, focusing on
colouring oxides in detail, including the newly available rare
earth oxides. Find out about the types of base glazes and the
fluxes used to make them in relation to colour response as well as
using colouring oxides to achieve depth and variety of colour,
rather than resorting to commercial ceramic stains. Discover the
practical aspects of mixing, applying, testing and adjusting
glazes, and explore a large section of test tiles and glaze recipes
for use on white earthenware, stoneware and porcelain fired in
electric, gas and salt kilns. This new edition, fully updated and
revised, contains advances in technology and new discoveries in the
Periodic Table. It is an infallible handbook to achieving the
colour you want, and to help you broaden your palette.
Take tangling beyond paper to create fashionable accessories and
wearable art. You can embellish paper, shrink plastic, polymer
clay, dominoes, bottle caps, wood and resin to create fabulous
jewellery. With 40 original tangles, use the expanded workbook
section to put all the knowledge you've gained about the Zentangle
method into practice with draw-it-yourself tangles, shading
practice and jewellery design exercises.
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
In the mid- to late seventeenth century, a number of Dutch painters
created a new type of refined genre painting that was much admired
by elite collectors. In this book, Angela Ho uses the examples of
Gerrit Dou, Gerard ter Borch, and Frans van Mieris to show how this
group of artists made creative use of repetition-such as crafting
virtuosic, self-referential compositions around signature motifs,
or engaging esteemed predecessors in a competitive dialogue through
emulation-to project a distinctive artistic personality. The
resulting paintings enabled purchasers and viewers to exercise
their connoisseurial eye and claim membership in an exclusive
circle of sophisticated enthusiasts-making creative repetition a
successful strategy for both artists and viewers.
The first monograph on the Vita Humana cycle at Tre Fontane, this
book includes an overview of the medieval history of the Roman
Cistercian abbey and its architecture, as well as a consideration
of the political and cultural standing of the abbey both within
Papal Rome and within the Cistercian order. Furthermore, it
considers the commission of the fresco cycle, the circumstances of
its making, and its position within the art historical context of
the Roman Duecento. Examining the unusual blend of images in the
Vita Humana cycle, this study offers a more nuanced picture of the
iconographic repertoire of medieval art. Since the discovery of the
frescoes in the 1960s, the iconographic programme of the cycle has
remained mysterious, and an adequate analysis of the Vita Humana
cycle as a whole has so far been lacking. Kristin B. Aavitsland
covers this gap in the scholarship on Roman art circa 1300, and
also presents the first interpretative discussion of the frescoes
that is up-to-date with the architectural investigations undertaken
in the monastery around 2000. Aavitsland proposes a rationale
behind the conception of the fresco cycle, thereby providing a key
for understanding its iconography and shedding new light on
thirteenth-century Cistercian culture.
British painter William Tillyer (born 1938) is regarded as one of
the most accomplished and consistently inventive artists working in
watercolor. His work luxuriates in translucent color and sensuous
brushwork. Some of his pieces, in their untrammeled expressive zeal
and readily apparent love of color as a pure quality call to mind
the canvases of Morris Louis; in other paintings, flamboyantly
voluptuous shapes confront geometric abstractions and Minimalist
blocks of color. With 224 full-color images, "William Tillyer:
Watercolours" provides a comprehensive look at the titular aspect
of Tillyer's oeuvre, looking back over nearly 40 years of work. It
includes three texts by the American poet and art historian John
Yau, an essay describing the development of Tillyer's watercolors
and linking his work to the tradition of the English watercolor, an
essay on the latest body of work and an interview with the artist.
Character Design Collection is the dynamic new series from the
character-design experts, 3dtotal Publishing. With 50 projects by
industry professionals, with extensive explorations of pose,
expression, and clothing, artists of all abilities can use this
book as reference and inspiration to create breathtaking
characters. This second book in this highly illustrated series
focuses on creating characters from fairytales and folklore.
The monochrome - a single colour of paint applied over the entirety
of a canvas - remains one of the more contentious modernist
artistic inventions. But whilst the manufacture of these 'pictures
of nothing' was ostensibly straightforward, their subsequent
theorisation has been anything but. More than a history,
Monochrome: Darkness and Light in Contemporary Art is the first
account of the monochrome's lively role in contemporary art.
Liberated from the burden of representation, the monochrome first
stood for emancipation: an ideological and artistic impulse that
characterised the avant-garde of the early twentieth century.
Historically, the monochrome embodied the most extreme form of
abstraction and pure materiality. Yet more recently, adaptations of
the art form have focused on a broader range of cultural and
interpretive contexts. Provocative, innovative and timely, this
book argues that the latest artistic strategies go beyond stylistic
concerns and instead seek to re-engage with ideas around
authorship, process and the conditions of the visible as they are
given and understood through both light and darkness. Discussing
works by artists such as Katie Paterson, Hiroshi Sugimoto, Tom
Friedman, Bruno Jakob, Sherrie Levine and Ceal Floyer, the book
shows that the debates around an artwork's form and its possibility
for meaning that the monochrome first engendered remain very much
alive in contemporary visual culture.
"I've always looked upon cartooning as comedy's last frontier. I
have done stand-up, sketches, movies, monologues, awards show
introductions, sound bites, blurbs, talk show appearances, and
tweets, but the idea of a one-panel image with or without a caption
mystified me. I felt like, yeah, sometimes I'm funny, but there are
these other weird freaks who are actually funny. You can understand
that I was deeply suspicious of these people who are actually
funny." So writes the multitalented comedian Steve Martin in his
introduction to A Wealth of Pigeons: A Cartoon Collection. In order
to venture into this lauded territory of cartooning, he partnered
with the heralded New Yorker cartoonist Harry Bliss. Steve shared
caption and cartoon ideas, Harry provided impeccable artwork, and
together they created this collection of humorous cartoons and
comic strips, with amusing commentary about their collaboration
throughout. The result: this gorgeous, funny, singular book,
perfect to give as a gift or to buy for yourself.
Beneath the original Venetian glass and rosewood case at La Specola
in Florence lies Clemente Susini's Anatomical Venus (c. 1790), a
perfect object whose luxuriously bizarre existence challenges
belief. It - or, better, she - was conceived of as a means to teach
human anatomy without need for constant dissection, which was
messy, ethically fraught and subject to quick decay. This
life-sized wax woman is adorned with glass eyes and human hair and
can be dismembered into dozens of parts revealing, at the final
remove, a beatific foetus curled in her womb. Sister models soon
appeared throughout Europe, where they not only instructed the
specialist students, but also delighted the general public. Deftly
crafted dissectable female wax models and slashed beauties of the
world's anatomy museums and fairgrounds of the 18th and 19th
centuries take centre stage in this disquieting volume. Since their
creation in late 18th-century Florence, these wax women have
seduced, intrigued and amazed. Today, they also confound, troubling
the edges of our neat categorical divides: life and death, science
and art, body and soul, effigy and pedagogy, spectacle and
education, kitsch and art. Incisive commentary and captivating
imagery reveal the evolution of these enigmatic sculptures from wax
effigy to fetish figure and the embodiment of the uncanny.
You Are an Artist is for everyone who wants to be an artist, but
has been too afraid to take the plunge. It combines a
thought-provoking meditation on art practice with a series of
practical exercises and creative provocations that encourage
everyone to fulfil their potential as an artist. The book is itself
a kind of art school, helping the reader to work out what kind of
artist they are, and what they can achieve. Drawing on the author's
experience as an art school teacher, it playfully adapts the
methods of art education, mixing these with the sideways approach
to creativity popularized by the author's activist campaigns. Smith
provides an array of ideas, tips and practical examples,
illustrated with documentary photographs of his own specially made
work. His riotous paintings and installations are set alongside
discussions of time, place, looking, thinking, stealing and
becoming, with enlightening forays into the history of art and
creativity. A collection of hilarious, at times startling and often
moving narratives bring to life a series of lessons about the
nature of art and inspiration. Each lesson comes with a series of
prompts to harness the reader's own artistic capabilities. Whether
we like it or not, says Bob and Roberta Smith, we have been
enrolled in the world, and the world is an art school. You are an
artist, because every human being who has ever lived was once an
artist.
Digital artist Zheng Wei Gu (AKA Guweiz) shares his anime-inspired
world in this beautifully produced and insightful book, leading you
through his fantasy world with a portfolio packed with gritty
detail and a surreal vibe. Guweiz began drawing when he was 17,
inspired by an anime art tutorial on YouTube. Discovering a natural
talent, he carried on drawing and quickly amassed a fan-base for
his edgy illustration style. Throughout this book, readers will
discover his artistic journey from the very beginning, with
behind-the-scenes details about how some of his most popular pieces
were created. He reveals his secrets for turning influences into
truly original digital art, including that all-important narrative
that takes drawing and painting beyond the purely visual.
Step-by-step tutorials share techniques and tips to help you create
these sorts of effects in your art, resulting in images with the
depth of detail and intrigue that Guweiz has made his trademark.
The artist's unique urban take on the popular manga/anime style is
gripping right from the first page, from the surreal take on
Japanese lifestyle to the urban fantasy he creates.
Featuring over 100 images, including step-by-step examples
illustrating how to improve costume renderings. This is an
invaluable resource for students in Costume Rendering and Costume
Design courses, along with professional costume designers looking
to improve their rendering skills. Written to complement any
rendering style.
This extraordinary seven-part book covers the processes of creating
13 projects -- from pencils to vases to bicycles -- for all
personalities, skill levels and interests. It is specifically
designed for students, beginning welders, hobbyists, and
do-it-yourselfers. Many of the plans have been built multiple times
by students and others. The plans are easy to read and the projects
are meant to motivate the reader to want to learn the welding and
fabrication processes. All plans include a list of materials,
dimensions, special notes as needed., plus any commentaries about
special equipment that might be necessary to compete the
projects.Kristi Richardson McCoy is a self-taught welding
instructor, with over 16 years of teaching and studying the welding
process. Each year she has striven to learn something new about the
field, weather it is the certification process, finishes and
paints, or trying something new like underwater welding. She earned
certification in SMAW and GMAW. Having an art background has helped
her develop a creative teaching style that holds the interests of
students who might otherwise be intimidated by the welding
environment. McCoy teaches Computer-Aided Drafting, Electronics,
Woodworking, Basic Welding, Advanced Welding,and Welding Sculpture
at Spearfish High School in south Dakota. Part 1: Beginning Gas
Metal Arc Welding. Part 2: Beginning Shielded Metal Arc Welding
Projects. Part 3: Gas Welding Projects. Part 4: Beginning Gas
Tungsten Arc Welding. Part 5: Bending Wrought Iron Projects. Part
6: Metal & Wood
Video production requires a high degree of organization to be a
success. Good organization will require a proper diary to be kept
of your production. It is the understanding of the paperwork and
its organization that will make your production either a success or
a failure.
Explained in accessible terms and assuming little prior knowledge
of the subject, this book will help you to: plan successful
procedures for all stages of a video production; produce paperwork
logically to get professional results; understand the basic
principles of setting up and running your own business; avoid
common (and costly) pitfalls.
If you are a student who wishes to learn about all aspects of
planning and documenting a video production, from conceptualization
right through to final screening, this book is for you. It is
particularly suitable for the City and Guilds Media Techniques
Certificate: Television and Video Production Competences.
This book complements the other three titles in the series, which
allow you to understand the overall process of video production,
and then look in more detail at sound and lighting.
-Improve your production management skills with this accessible
introduction to planning procedures for all stages of video
production.
-Learn how to produce paperwork logically to get professional
results
-Tips provided to help you avoid common (and costly) pitfalls
Living Histories is a collection of new scholarship that explores
histories of art education through a series of international
contexts. The first truly international text highlighting histories
of art education, with contributions from over 30 scholars based in
18 countries. Art education holds an important role in promoting
historical awareness of the multiple relations that connect
pedagogic inquiry with culture, heritage, place and identity,
locally and globally. To keep pace with the movements of art and
society, Garnet and Sinner consider that art education requires
more inclusive and holistic versions of history from transnational
perspectives that break down barriers and cross borders in the
pursuit of more informed and diverse understandings of the field.
The broad focus of this edited collection is to provide both new
perspectives of art education from around the world, and to
introduce transnationalism into the field as a way to conceptualize
the entanglements of historical research in our globalized age.
Transnational histories of art education focus on the linkages and
flows that shift focus away from the nation-state to other
transnational actors such as individuals, communities, institutions
and/or organizations. Contributions from scholars and educators
based and working in Australia, Austria, Brazil, Canada, Colombia,
Croatia, Czech Republic, Finland, India, Iran, Japan, Malta, South
Africa, Spain, Trinidad and Tobago, UK, USA and Zimbabwe. Includes
chapters that adapt an approach of 'artwork histories' to explore
the legacies of art education as an anticipatory mode of historical
thinking and practice across the visual arts and sites of art
education. The book offers an opportunity for authentic engagement
and intellectual risk, which includes the rejection of 'correct'
interpretations of historical problems. As active agents, art
education historians are not passive collectors of the past, but
engaged in new ways of doing history predicated on cultivating
stories that move beyond representation to attend to aesthetic
dimensions that bridge historiography, material culture, oral
history, art history and teacher education. Living Histories
provides an interpretation of historical thinking and consciousness
through the interrelations of time and space to provoke critical
and creative practices in education. This is the latest book in the
Artwork Scholarship series, which aims to invite debate on, and
provide an essential resource for transnational scholars engaged
in, creative research involving visual, literary and performative
arts. With contributors from 18 countries, this book will have a
substantial international readership among art educators and those
interested in the history of art education, primarily in
universities and colleges. It will also be particularly useful for
graduate students. It will also appeal to scholars in arts
education more broadly - music education, dance education, theatre
education scholars, cultural and art historians, art theorists,
international educators, and curators.
Wander into the immersive illustrated universe of Beatrice Blue.
Filled with playful characters, enchanting natural scenery, and
captivating narratives, Beatrice's designs will appeal to
everyone's inner child. Her fantastic use of vibrant color and
luminous finishes give her imaginative scenes life and vigor, while
her expressive texturing techniques embellish her already
intricately detailed works further, to create designs with depth
and integrity. Discover how Beatrice harmoniously manages her work
and life schedule to stay inspired and keep producing fresh and
engaging art. She also explains how she builds her stunning
compositions and considers every integral detail to create balanced
designs. Make sure to take note of the invaluable insights she has
to share from her experiences working for industry leaders and find
out how to develop designs with personality, in order to stand out
from the crowd. This beautiful handheld hardback title is the
perfect book to carry with you on all your exciting adventures,
providing you with a portal to a colorful and deeply magical world.
This book is available as open access through the Bloomsbury Open
Access programme and is available on www.bloomsburycollections.com.
Over the past half century, computing has profoundly altered the
ways stories are imagined and told. Immersive, narrative, and
database technologies transform creative practices and hybrid
spaces revealing and concealing the most fundamental acts of human
invention: making stories. The Digital Imaginary illuminates these
changes by bringing leading North American and European writers,
artists and scholars, like Sharon Daniel, Stuart Moulthrop, Nick
Montfort, Kate Pullinger and Geof Bowker, to engage in discussion
about how new forms and structures change the creative process.
Through interviews, commentaries and meta-commentaries, this book
brings fresh insight into the creative process from differing,
disciplinary perspectives, provoking questions for makers and
readers about meaning, interpretation and utterance. The Digital
Imaginary will be an indispensable volume for anyone seeking to
understand the impact of digital technology on contemporary
culture, including storymakers, educators, curators, critics,
readers and artists, alike.
Creative Block is a book set out to ruffle feathers, get out of
ruts and start those juices flowing. Focussing on creative process
and theory, it is filled with over 100 tasks to get your head into
a conceptual and creative space, encouraging experimentation and
playfulness in art. Ideal for artists, industry creatives and
individuals who simply want to delve deeper into their own
creativity. This book helps to improve your process and technique
when approaching art, in all its forms. Intriguing, fun and
challenging, Creative Block will have you distorting, abstracting,
morphing, reinventing and, above all, leaving the box behind.
"Character Design Quarterly (CDQ) is a lively, creative magazine
bringing inspiration, expert insights, and leading techniques from
professional illustrators, artists, and character art enthusiasts
worldwide. Each issue provides detailed tutorials on creating
diverse characters, enabling you to explore the processes and
decision making that go into creating amazing characters. Learn new
ways to develop your own ideas, and discover from the artists what
it is like to work for prolific animation studios such as Disney,
Warner Bros., and DreamWorks. Among this issue's highlights are
budding professional illustrator Amelia Bothe cover art featuring
an exclusive animal character, and we go behind the scenes at
London animation studio Blinkink. "
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