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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
How to draw all kinds of musical instruments such as guitar, piano, harp and lots more. In this book the author and illustrator Amit Offir will teach you how you can draw step by step all kinds of musical instruments.
A great drawing sport book for kids and adults about drawing sports world. if you are looking for a sports book for kids this is the great teaching how to draw sport book This sports book is teaching how to draw lots of sports drawings with cute comics characters step by step.
With the help of the easy-to-follow illustrations found in this book you'll quickly be able to learn how to draw a whole bunch of monsters. For each character, detailed step-by-step illustrations are provided so that you can easily follow along from start to finish. The H.W. Doodles series of drawing books are ideal for beginning artists who would like to learn and improve their drawing skills as well as more advanced artists who are looking to practice and hone the skills that they have already acquired. So, with the help of this drawing book, absolutely anyone will be able to tap into their creative side. These drawings can be completed on paper using drawing implements or, if you prefer to work digitally, then you can use your favorite drawing program instead. Either way, you're sure to have fun drawing all of the outlandish monsters found in this book.
It has become an axiom in comic studies that ""comics is a language, not a genre."" But what exactly does that mean, and how is discourse on the form both aided and hindered by thinking of it in linguistic terms? In Comics and Language, Hannah Miodrag challenges many of the key assumptions about the ""grammar"" and formal characteristics of comics, and offers a more nuanced, theoretical framework that she argues will better serve the field by offering a consistent means for communicating critical theory in the scholarship. Through engaging close readings and an accessible use of theory, this book exposes the problems embedded in the ways critics have used ideas of language, literature, structuralism, and semiotics, and sets out a new and more theoretically sound way of understanding how comics communicate. Comics and Language argues against the critical tendency to flatten the distinctions between language and images and to discuss literature purely in terms of story content. It closely examines the original critical theories that such arguments purport to draw on and shows how they in fact point away from the conclusions they are commonly used to prove. The book improves the use the field makes of existing scholarly disciplines and furthers the ongoing sophistication of the field. It provides animated and insightful analyses of a range of different texts and takes an interdisciplinary approach. Comics and Language will appeal to the general comics reader and will prove crucial for specialized scholars in the fields of comics, literature, cultural studies, art history, and visual studies. It also provides a valuable summary of the current state of formalist criticism within comics studies and so presents the ideal text for those interested in exploring this growing area of research
So you want to be a Cartoonist? Is another book by Peter Maddocks, Newspaper Cartoonist and childrens film and book maker. In this book he shows you how to draw cartoons, from beginning to finished product... from faces, to hands, to morphing from human to animal! All of this and more is in this great book for the budding cartoonist, and artist! Also How to be a Cartoonist, and Cartooning for beginners!
William Marston was an unusual man--a psychologist, a soft-porn
pulp novelist, more than a bit of a carny, and the (self-declared)
inventor of the lie detector. He was also the creator of "Wonder
Woman," the comic that he used to express two of his greatest
passions: feminism and women in bondage.
With the help of the easy-to-follow illustrations found in this book you'll quickly be able to learn how to draw a whole bunch of cats and kittens. For each character, detailed step-by-step illustrations are provided so that you can easily follow along from start to finish. The H.W. Doodles series of drawing books are ideal for beginning artists who would like to learn and improve their drawing skills as well as more advanced artists who are looking to practice and hone the skills that they have already acquired. So, with the help of this drawing book, absolutely anyone will be able to tap into their creative side. These drawings can be completed on paper using drawing implements or, if you prefer to work digitally, then you can use your favorite drawing program instead. Either way, you're sure to have fun drawing all of the adorable cats and kittens found in this book.
One of the most distinctive voices in mainstream comics since the 1970s, Howard Chaykin (b. 1950) has earned a reputation as a visionary formal innovator and a compelling storyteller whose comics offer both pulp-adventure thrills and thoughtful engagement with real-world politics and culture. His body of work is defined by the belief that comics can be a vehicle for sophisticated adult entertainment and for narratives that utilize the medium's unique properties to explore serious themes with intelligence and wit. Beginning with early interviews in fanzines and concluding with a new interview conducted in 2010 with the volume's editor, "Howard Chaykin: Conversations" collects widely ranging discussions from Chaykin's earliest days as an assistant for such legends as Gil Kane and Wallace Wood to his recent work on titles including "Dominic Fortune, Challengers of the Unknown," and "American Century." The book includes 35 line illustrations selected from Chaykin, as well. As a writer/artist for outlets such as DC Comics, Marvel Comics, and "Heavy Metal," he has participated in and influenced many of the major developments in mainstream comics over the past four decades. He was an early pioneer in the graphic novel format in the 1970s, and his groundbreaking sci-fi satire "American Flagg " was an essential contribution to the maturation of the comic book as a vehicle for social commentary in the 1980s.
Canada has not always had the role of 'friendly neighbor to the north.' In fact, the seemingly peaceful history of relations between the United States and Canada is punctuated with instances of border disputes, annexation manifestos and trade disagreements. David R. Spencer reveals the complexity of this relationship through a fascinating examination of political cartoons that appeared both in the U.S. and Canada from 1849 through the 1990s. By first examining both the cultural and political differences and similarities between the two nations, Spencer lays the groundwork for the main focus of his study - deeper analysis of the political perspectives of the editorial cartoons. Including 141 actual cartoons of the time, Spencer provides meaningful references to the historical material covered. An intriguing study by a leading Canadian-American scholar, this work is sure to interest many across the disciplines of journalism history, cartoons, media studies, communication and international relations.
"Satire s Brew: Mass Media & Coffee Beans" takes a fresh
approach to media critique by using a fictional character to guide
the reader through an analytical journey of political and social
satire.
In 1977, Dave Sim (b. 1956) began to self-publish "Cerebus," one of the earliest and most significant independent comics, which ran for 300 issues and ended, as Sim had planned from early on, in 2004. Over the run of the comic, Sim used it as a springboard to explore not only the potential of the comics medium but also many of the core assumptions of Western society. Through it he analyzed politics, the dynamics of love, religion, and, most controversially, the influence of feminism--which Sim believes has had a negative impact on society. Moreover, Sim inserted himself squarely into the comic as Cerebus's creator, thereby inviting criticism not only of the creation, but also of the creator. What few interviews Sim gave often pushed the limits of what an interview might be in much the same way that "Cerebus" pushed the limits of what a comic might be. In interviews Sim is generous, expansive, provocative, and sometimes even antagonistic. Regardless of mood, he is always insightful and fascinating. His discursive style is not conducive to the sound bite or to easy summary. Many of these interviews have been out of print for years. And, while the interviews range from very general, career-spanning explorations of his complex work and ideas, to tightly focused discussions on specific details of "Cerebus," all the interviews contained herein are engaging and revealing.
"Mike Madrid is doing God's work. . . . mak ing] accessible a lost,
heady land of female adventure." --"ComicsAlliance"
This introduction to studying comics and graphic novels is a structured guide to a popular topic. It deploys new cognitive methods of textual analysis and features activities and exercises throughout. * Deploys novel cognitive approaches to analyze the importance of psychological and physical aspects of reader experience * Carefully structured to build a sequenced, rounded introduction to the subject * Includes study activities, writing exercises, and essay topics throughout * Dedicated chapters cover popular sub-genres such as autobiography and literary adaptation
Grant Morrison has made a career of redefining heroes, but his work with Batman has been the most comprehensive. From ARKHAM ASYLUM and JLA to his seven-year run on Batman, Morrison has redefined and reworked the Caped Crusader from the ground up. He's also introduced new characters (such as Damian Wayne) and new concepts (such as Batman, Inc.). THE ANATOMY OF ZUR-EN-ARRH analyzes Grant Morrison's Batman, including how it understands and reinterprets Batman's long history. Featuring an interview with Grant Morrison. From Sequart Organization. More info at http: //sequart.org
If you want to cartoon yourself, then this is the book for you. Jarrod Knight takes you through 10 easy steps to quickly cartoon your own creation.
This book comes from best-selling Marvel Comics writer Brian Michael Bendis. In this book, step-by-step lessons teach everything needed to take ideas from script to dynamic sequential art. It exposes methods for crafting comic scripts, reveals business secrets, insights from Bendis' fellow creators and more. Arguably the most popular writer in modern comics, Brian Michael Bendis shares the tools and techniques he uses to create some of the most popular comic book and graphic novel stories of all time. Words for Pictures provides a fantastic opportunity for readers to learn from a creator at the very top of his field. Bendis' step-by-step lessons teach comics writing hopefuls everything they'll need to take their ideas from script to dynamic sequential art. The book's complete coverage exposes the most effective methods for crafting comic scripts, showcases insights from Bendis' fellow creators, reveals business secrets all would-be comics writers must know, and challenges readers with exercises to jumpstart their own graphic novel writing success.
How to draw all of Amit Offir's cartoon gnomes and dwarves In this children book you will learn how to draw gnomes and dwarves step by step in a fun and unique technique: Drawing Easily.
This book woll teach you how to draw ships and boats in a fun and unique way step by step.
In time for the 75th anniversary of the Man of Steel," " comes the
first comprehensive literary biography of Joe Shuster and Jerry
Siegel, creators of the DC Comics superhero "Superman" and the
inspiration for Michael Chabon's "Kavalier and Clay
First published in 1920, this is one of the first and best books on the art of animation. Edward Lutz's classic contains many shortcuts to the process of film animation. These shortscuts were a trademark of Lutz's teaching. This book offers tips on drawing anatomy and motion and gives detailed instructions on how animated pictures are made and work. Walt Disney used an original copy of this book, relying heavily on its advice and teaching. This is both a valuable guide to animation and an extremely collectible classic.
How to draw trees, flowers, mushrooms and more figures from nature step by step.
A semiotic and cultural anthropological interrogation of popular North American superhero narratives, such as those of Superman, Spider-Man, and Batman, provides insight into how media's messages influence the culture's ethical values. Since emerging in the late 1930s, the superhero has become a pervasive figure in North American popular culture. As an extension of ideas presented by Friedrich Nietzsche, Joseph Campbell, and Umberto Eco, this dissertation argues that superhero tales must be regarded as modern mythology. It follows that people observe and learn social norms of justice from such narratives, since these ideals are intrinsic to the tales. In investigating the superhero's role as a contemporary figure of myth, this project focuses primarily on three areas: an account of the history of the superhero from 1938 to present; an examination of the cultural functions of contemporary superhero narratives; and, an interrogation of vigilantism, responsibility, and justice in these narratives and how those concerns further relate to ideologies and practices in North American culture.
This is the 2nd volume of The Project Book Cartooning series
created by Chief Project Designer Rob Mcleay. Projects have been
tried and tested by over 100 Auckland (NZ) students before being
finalized and compiled to create this epic book of awesomeness
In hard-hitting accounts of Auschwitz, Bosnia, Palestine, and Hiroshima's Ground Zero, comics display a stunning capacity to bear witness to trauma. Investigating how hand-drawn comics has come of age as a serious medium for engaging history, Disaster Drawn explores the ways graphic narratives by diverse artists, including Jacques Callot, Francisco Goya, Keiji Nakazawa, Art Spiegelman, and Joe Sacco, document the disasters of war. Hillary L. Chute traces how comics inherited graphic print traditions and innovations from the seventeenth century and later, pointing out that at every turn new forms of visual-verbal representation have arisen in response to the turmoil of war. Modern nonfiction comics emerged from the shattering experience of World War II, developing in the 1970s with Art Spiegelman's first "Maus" story about his immigrant family's survival of Nazi death camps and with Hiroshima survivor Keiji Nakazawa's inaugural work of "atomic bomb manga," the comic book Ore Wa Mita ("I Saw It")-a title that alludes to Goya's famous Disasters of War etchings. Chute explains how the form of comics-its collection of frames-lends itself to historical narrative. By interlacing multiple temporalities over the space of the page or panel, comics can place pressure on conventional notions of causality. Aggregating and accumulating frames of information, comics calls attention to itself as evidence. Disaster Drawn demonstrates why, even in the era of photography and film, people understand hand-drawn images to be among the most powerful forms of historical witness. |
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