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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
Learn how to draw manga characters and scenes! Best-selling author, Christopher Hart, teaches budding artists how to master drawing manga hair, poses, facial expressions, and more in this essential how-to-draw volume.
Epic battles, hideous monsters and a host of petty gods--the world of Classical mythology continues to fascinate and inspire. Heroes like Herakles, Achilles and Perseus have influenced Western art and literature for centuries, and today are reinvented in the modern superhero. What does Iron Man have to do with the Homeric hero Odysseus? How does the African warrior Memnon compare with Marvel's Black Panther? Do DC's Wonder Woman and Xena the Warrior Princess reflect the tradition of Amazon women such as Penthesileia? How does the modern superhero's journey echo that of the epic warrior? With fresh insight into ancient Greek texts and historical art, this book examines modern superhero archetypes and iconography in film as the crystallization of the hero's journey in the modern imagination.
Learn everything you need to become a manga artist, with step-by-step instructions, exercises to develop your skills, and tips and tricks. With the interest in manga-style art now stronger than ever - its influence can be seen in films such as Spirited Away and My Neighbour Totoro by Studio Ghibli, amongst other movies - this is the perfect book to slipstream into manga drawing. Packed full of step-by-step sequences for face, body, and poses, you too can draw in the manga-art style. Learn how to draw figures in the characteristic style of your favourite characters by building a portfolio of drawings. At the end of each chapter is a series of practice exercises where you're encouraged to trace or freehand draw subjects from earlier on. You'll end up with a portfolio of sketches charting your artistic development. There is also an inspirational artists-in-residence section, where various artists share their manga-art secrets and showcase their own art.
This historical and critical survey looks at horror comics from the Golden Age of the 40s, through the Silver Age of the 60s, up until the early 80s - the end of the Bronze Age. Included are the earliest series, like American Comics Group's Adventures into the Unknown and Prize Comics' Frankenstein, and the controversial graphic and gory comics of the 40s, such as EC's infamous and influential Tales from the Crypt. The resurgence of monster-horror titles during the 60s is explored, along with the return of horror anthologies like Dell Comics' Ghost Stories and Charlton's Ghostly Tales from the Haunted House. The explosion of Horror titles following the relaxation of the comics code in the 70s is fully documented with chapters on Marvel's prodigious output - The Tomb of Dracula, Werewolf by Night and others - DC's anthologies - Witching Hour, Ghosts - and titles such as Swamp Thing, as well as the notable contributions of firms like Gold Key and Atlas. This book examines how horror comics exploited everyday terrors, and often reflected societal attitudes toward women and people who are different.
As there has yet to be any substantial scrutiny of the complex confluences a more sustained dialogue between disability studies and comics studies might suggest, Disability in Comic Books and Graphic Narratives aims through its broad range of approaches and focus points to explore this exciting subject in productive and provocative ways.
Contributions by Michelle Ann Abate, William S. Armour, Alison Bechdel, Jennifer Camper, Tesla Cariani, Matthew Cheney, Hillary Chute, Edmond (Edo) Ernest dit Alban, Ramzi Fawaz, Margaret Galvan, Justin Hall, Lara Hedberg, Susanne Hochreiter, Sheena C. Howard, Rebecca Hutton, remus jackson, Keiko Miyajima, Chinmay Murali, Marina Rauchenbacher, Katharina Serles, Sathyaraj Venkatesan, and Lin Young The LGBTQ+ Comics Studies Reader explores the exemplary trove of LGBTQ+ comics that coalesced in the underground and alternative comix scenes of the mid-1960s and in the decades after. Through insightful essays and interviews with leading comics figures, volume contributors illuminate the critical opportunities, current interactions, and future directions of these comics. This heavily illustrated volume engages with the work of preeminent artists across the globe, such as Howard Cruse, Edie Fake, Justin Hall, Jennifer Camper, and Alison Bechdel, whose iconic artwork is reproduced within the volume. Further, it addresses and questions the possibilities of LGBTQ+ comics from various scholarly positions and multiple geographical vantages, covering a range of queer lived experience. Along the way, certain LGBTQ+ touchstones emerge organically and inevitably-pride, coming out, chosen families, sexual health, gender, risk, and liberation. Featuring comics figures across the gamut of the industry, from renowned scholars to emerging creators and webcomics artists, the reader explores a range of approaches to LGBTQ+ comics-queer history, gender and sexuality theory, memory studies, graphic medicine, genre studies, biography, and more-and speaks to the diversity of publishing forms and media that shape queer comics and their reading communities. Chapters trace the connections of LGBTQ+ comics from the panel, strip, comic book, graphic novel, anthology, and graphic memoir to their queer readership, the LGBTQ+ history they make visible, the often still quite fragile LGBTQ+ distribution networks, the coded queer intelligence they deploy, and the community-sustaining energy and optimism they conjure. Above all, The LGBTQ+ Comics Studies Reader highlights the efficacy of LGBTQ+ comics as a kind of common ground for creators and readers.
Graphic novels (kurimchaek) are a major art form in North Korea, produced by agents of the regime to set out its vision in a range of important areas. This book provides an analysis of North Korean graphic novels, discussing the ideals they promote and the tensions within those ideals, and examining the reception of graphic novels in North Korea and by North Korean refugees in South Korea. Particular themes considered include the ideal family and how the regime promotes this; patriotism, and its conflict with class identities; and the portrayal of the Korean War - "The Fatherland Liberation War", as it is known in North Korea - and the subsequent, continuing stand-off. Overall, the book demonstrates the importance of graphic novels in North Korea as a tool for bringing up children and for promoting North Korean ideals. In addition, however, the book also shows that although the regime sees the imaginative power of graphic novels as a necessity for effective communication, graphic novels are also viewed with caution in that they exist in everyday social life in ways that the regime may be aware of, and seeks to control, but cannot dominate completely.
Stan Lee, who was the head writer of Marvel Comics in the early 1960s, co-created such popular heroes as Spider-Man, Hulk, the X-Men, the Fantastic Four, Iron Man, Thor, and Daredevil. This book traces the ways in which American theologians and comic books of the era were not only both saying things about what it means to be human, but, starting with Lee they were largely saying the same things. Author Anthony R. Mills argues that the shift away from individualistic ideas of human personhood and toward relational conceptions occurring within both American theology and American superhero comics and films does not occur simply on the ontological level, but is also inherent to epistemology and ethics, reflecting the comprehensive nature of human life in terms of being, knowing, and acting. This book explores the idea of the "American monomyth" that pervades American hero stories and examines its philosophical and theological origins and specific manifestations in early American superhero comics. Surveying the anthropologies of six American theologians who argue against many of the monomyth's assumptions, principally the staunch individualism taken to be the model of humanity, and who offer relationality as a more realistic and ethical alternative, this book offers a detailed argument for the intimate historical relationship between the now disparate fields of comic book/superhero film creation, on the one hand, and Christian theology, on the other, in the United States. An understanding of the early connections between theology and American conceptions of heroism helps to further make sense of their contemporary parallels, wherein superhero stories and theology are not strictly separate phenomena but have shared origins and concerns.
From his first comic-book appearance in 1939 through his many incarnations on the big screen, the archetypal superhero known as The Batman has never been far from the American consciousness. The character shaped the way we read comics and graphic novels, view motion pictures, and analyze the motifs of the Hero, the Anti-Hero and the Villain. He has also captured the scholarly imagination, telling us much about our society and ourselves. These essays examine how Batman is both the canvas on which our cultural identity is painted, and the Eternal Other that informs our own journeys of understanding. Questions relating to a wide range of disciplines--philosophy, literature, psychology, pop culture, and more--are thoroughly and entertainingly explored, in a manner that will appeal both to scholars and to fans of the Caped Crusader alike.
The Number One Fashion Workshop for Shojo Manga From 'dos to shoes, how you dress and style your characters says a lot about who they are, before they even utter a word. Whether your story calls for a flashy drama queen or a mousy bookworm, this guide contains everything you need to know to create fabulous shojo manga characters with personality.
The Peanuts gang offer their wisdom on love in this beautifully produced gift book for all generations. From Woodstock falling in love with a worm to Charlie Brown's obsession with the Little Red-Headed Girl, from Snoopy's yearning for that girl beagle to Lucy's unwavering (and unrequited) affection for Schroeder, the beguiling Peanuts gang know a thing or two about love. The millions of faithful Charles Schulz fans and those who fondly remember our best-loved beagle and his friends will cherish this latest title in our Peanuts Guide to Life series.
This book looks at the humor that artists and editors believed would have appeal in four different countries. Ian Gordon explains how similar humor played out in comic strips across different cultures and humor styles. By examining Skippy and Ginger Meggs, the book shows a good deal of similarities between American and Australian humor while establishing some distinct differences. In examining the French translation of Perry Winkle, the book explores questions of language and culture. By shifting focus to a later period and looking at the American and British comics entitled Dennis the Menace, two very different comics bearing the same name, Kid Comic Strips details both differences in culture and traditions and the importance of the type of reader imagined by the artist.
Novel Perspectives on German-Language Comics Studies: History, Pedagogy, Theory gathers an international team of contributors from two continents whose innovative scholarship demonstrates a regard for comics and graphic novels as works of art in their own right. The contributions serve as models for further research that will continue to define the relationship between comics and other traditional "high art" forms, such as literature and the visual arts. Novel Perspectives on German-Language Comics Studies is the first English-language anthology that focuses exclusively on the graphic texts of German-speaking countries. In its breadth, this book functions as an important resource in a limited pool of critical works on German-language comics and graphic novels. The individual chapters differ significantly from one another in methodology, subject matter, and style. Taken together, however, they present a cross-section of comics and graphic novel scholarship being performed in North America and Europe today. Moreover, they help to secure a place for these works in a globalized culture of comics. This volume's contributors have helped create a new critical language within which this rapidly expanding medium can be read and interpreted.
In this special collectors’ edition, the first five Asterix stories are collected in one fabulous luxury volume. In ASTERIX THE GAUL, we join Asterix, Obleix and co as they try to defend one small village in Gaul from the mighty legionaires of Rome who surround them. In ASTERIX AND THE GOLDEN SICKLE, disaster strikes the Gaulish village as Getafix the druid has broken his golden sickle which means no more magic potion. In ASTERIX AND THE GOTHS, Getafix is kidnapped by the Goths so Asterix and Obelix have to ride to the rescue. In ASTERIX THE GLADIATOR, Julius Caesar plans to throw the captured Cacofonix to the lions. Asterix and Obelix enlist as gladiators in order to rescue him, and teach their colleagues some interesting new tricks. In ASTERIX AND THE BANQUET, the Romans build a barricade around the Gaulish village. But Asterix and Obelix break out and travel the entire country, collecting local specialities along the way.
Create the Gotham for your Batman, the African savannah for your Simba, or the bustling newsroom for your Clark Kent. Background, setting, environment.whatever you call it, it is the silent character in the visual story, and a dynamic and compelling setting can define and hone the action and drama of your story. If you're in the habit of creating disembodied characters or adding backgrounds as an afterthought, Set the Action! will help you understand and utilize the importance of the setting in your narrative. Understand perspective, blocking, and color-and focus your narrative by establishing and designing your setting to interact with characters and story.
You've researched your character extensively, tailored her to your audience, sketched hundreds of versions, and now you lean back content as you gaze at your final character model sheet. But now what? Whether you want to use her in an animated film, television show, video game, web comic, or children's book, you're going to have to make her perform. How a character looks and is costumed starts to tell her story, but her body language reveals even more. Character Mentor shows you how to pose your character, create emotion through facial expressions, and stage your character to create drama. Author Tom Bancroft addresses each topic with clear, concise prose, and then shows you what he really means through commenting on and redrawing artwork from a variety of student "apprentices." His assignments allow you to join in and bring your drawing to the next level with concrete techniques, as well as more theoretical analysis. Character Mentor is an apprenticeship in a book. Professional artists from a variety of media offer their experience through additional commentary. These include Marcus Hamilton (Dennis the Menace), Terry Dodson (X-Men), Bobby Rubio (Pixar), Sean "Cheeks" Galloway (Spiderman animated), and more. With a foreword by comicbook artist Adam Hughes, who has produced work for DC, Marvel Comics, Lucasfilm, Warner Bros. Pictures, and other companies.
Explore the world of Bananya and the secret lives of its adorable characters in this official guide! Based on the hit anime Bananya, this is the official guide -- and first book to market! -- that takes a reader on an adventure into the secret world of the kitties who live in bananas. Paired with full color illustrations, this guide has everything that you need to know about the show and all of its characters including an identification guide, playful advice facts, and memories of past adventures, perfect for new and current Bananya fans.
Featuring the complete Zits comics from 2020, the newest treasury by award-winning duo Jerry Scott and Jim Borgman is filled with zaniness, wit, and relatable comedic truths about being - and raising - a teenager. Featuring the award-winning combination of Jerry Scott's trademark humor and Jim Borgman's brilliant line art, Zits is the perfect comic for anyone parenting a teenager, or who remembers the days of sleeping in until noon, subsisting entirely on pizza, and rehearsing for an arena rock tour from the cozy confines of the garage. This fantastic Zits treasury presents the timeless teenage antics of Jeremy and friends and the trials of his Baby Boomer parents. Filled with lessons about growing up and growing older, this book contains so many laughs it will make your sides hurt.
Hello students, meet Professor Skeletor. Be on time, don t miss class, and turn off your phones. No time for introductions, we start drawing right away. The goal is more rock, less talk, and we communicate only through images. For more than five years the cartoonist Lynda Barry has been an associate professor in the University of Wisconsin Madison art department and at the Wisconsin Institute for Discovery, teaching students from all majors, both graduate and undergraduate, how to make comics, how to be creative, how to not think. There is no academic lecture in this classroom. Doodling is enthusiastically encouraged. Making Comics is the follow-up to Barry s bestselling Syllabus and this time she shares all of her comics-making exercises. In a new hand drawn syllabus detailing her creative curriculum, Barry has students drawing themselves as monsters and superheroes, convincing students who think they can t draw that they can, and most important, encouraging them to understand that a daily journal can be anything so long as it is hand drawn. Barry teaches all students and believes everyone and anyone can be creative. At the core of Making Comics is her certainty that creativity is vital to processing the world around us.
If Disney's Snow White and the Seven Dwarfs represented the Animation industry's infancy, Ed Hooks thinks that the current production line of big-budget features is its artistically awkward adolescence. While a well-funded marketing machine can conceal structural flaws, uneven performances and superfluous characters, the importance of crafted storytelling will only grow in importance as animation becomes a broader, more accessible art form. Craft Notes for Animators analyses specific films - including Frozen and Despicable Me - to explain the secrets of creating truthful stories and believable characters. It is an essential primer for the for tomorrow's industry leaders and animation artists.
The modern comic book shop was born in the early 1970s. Its rise was due in large part to Phil Seuling, the entrepreneur whose direct market model allowed shops to get comics straight from the publishers. Stores could then better customize their offerings and independent publishers could access national distribution. Shops opened up a space for quirky ideas to gain an audience and helped transform small-press series, from Teenage Mutant Ninja Turtles to Bone, into media giants. Comic Shop is the first book to trace the history of these cultural icons. Dan Gearino brings us from their origins to the present-day, when the rise of digital platforms and a changing retail landscape have the industry at a crossroads. When the book was first published in 2017, Gearino had spent a year with stores around the country, following how they navigated the business. For this updated and expanded paperback edition, he covers the wild retail landscape of 2017 and 2018, a time that was brutal for stores and rich for comics as an art form. Along the way he interviews pioneers of comics retailing and other important players, including many women; top creators; and those who continue to push the business in new directions. A revised guide to dozens of the most interesting shops around the United States and Canada is a bonus for fans.
Third volume in the Wildcat series of anarchist comics.
Celebrate the imaginative art of 30 years of the Dragon Quest video games, as designed and illustrated by Akira Toriyama, legendary creator of Dragon Ball. Akira Toriyama (Dragon Ball) brought the world of the renowned Dragon Quest video games to life through his creative, fun and inventive design work. Thirty years of genius are on display in this stunning comprehensive hardcover collection of over 500 illustrations from the Dragon Quest video games, from Dragon Quest (originally released as Dragon Warrior in English) to Dragon Quest Heroes II. Includes fold-out poster of the Dragon Quest timeline.
Science fiction first emerged in the Industrial Age and continued to develop into its current form during the twentieth century. This book analyses the role Jewish writers played in the process of its creation and development. The author provides a comprehensive overview, bridging such seemingly disparate themes and figures as the ghetto legends of the golem and their influence on both Frankenstein and robots, the role of, Jewish authors and publishers in developing the first science fiction magazine in New York in the 1930s, and their later contributions to new and developing medial forms like comics film. Drawing on the historical context and the positions Jews held in the larger cultural environment, the author illustrates how themes and tropes in science fiction and fantasy relate back to the realities of Jewish life in the face of global anti-Semitism, the struggle to assimilate in America, and the hope that was inspired by the founding of Israel.
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