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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
Monsters seem inevitably linked to humans and not always as mere opposites. Maaheen Ahmed examines good monsters in comics to show how Romantic themes from the eighteenth and the nineteenth centuries persist in today's popular culture. Comics monsters, questioning the distinction between human and monster, self and other, are valuable conduits of Romantic inclinations. Engaging with Romanticism and the many monsters created by Romantic writers and artists such as Mary Shelley, Victor Hugo, and Goya, Ahmed maps the heritage, functions, and effects of monsters in contemporary comics and graphic novels. She highlights the persistence of recurrent Romantic features through monstrous protagonists in English- and French-Language comics and draws out their implications. Aspects covered include the dark Romantic predilection for ruins and the sordid, the solitary protagonist and his quest, nostalgia, the prominence of the spectacle as well as excessive emotions, and above all, the monster's ambiguity and rebelliousness. Ahmed highlights each Romantic theme through close readings of well-known but often overlooked comics, including Enki Bilal's Monstre tetralogy, Jim O'Barr's The Crow, and Emil Ferris's My Favorite Thing Is Monsters, as well as the iconic comics Series Alan Moore's Swamp Thing and Mike Mignola's Hellboy. In blurring the otherness of the monster, these protagonists retain the exaggeration and uncontrollability of all monsters while incorporating Romantic characteristics.
The grandfather of manga and anime, Osamu Tezuka created hundreds of unforgettable characters during his 40+ year career as an illustrator and animator. His influence on generations of artists has been immeasurable, and is still felt today across Japan and beyond. The Osamu Tezuka: Anime & Manga Character Sketchbook collects rough concepts from several of Tezuka's anime and manga projects. Included are characters from Mighty Atom (Astroboy), Jungle Emperor (Kimba the White Lion), and many more.
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.
A comprehensive practical guide to digital manga and anime, suitable for both complete beginners and experienced digital artists. An informative introduction covers all the equipment you will need, with step-by-step guides to using the tools of Adobe Photoshop to create different effects. It also covers the translation of manga characters to the screen in the creation of anime, including the software you will need, pre-production and animation.
The Comics of Joe Sacco addresses the range of his award-winning work, from his early comics stories as well as his groundbreaking journalism Palestine (1993) and Safe Area to Gorazde (2000), to Footnotes in Gaza (2009) and his most recent book The Great War (2013), a graphic history of World War I. First in the new series, Critical Approaches to Comics Artists, this edited volume explores Sacco's comics journalism, and features established and emerging scholars from comics studies, cultural studies, geography, literary studies, political science, and communication studies. Sacco's work has already found a place in some of the foundational scholarship in comics studies, and this book solidifies his role as one of the most important comics artists today. Sections focus on how Sacco's comics journalism critiques and employs the ""standard of objectivity"" in mainstream reporting, what aesthetic principles and approaches to lived experience can be found in his comics, how Sacco employs the space of the comics page to map history and war, and the ways that his comics function in the classroom and as human rights activism. The Comics of Joe Sacco offers definitive, exciting approaches to some of the most important--and necessary--comics today, by one of the most acclaimed journalist-artists of our time.
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.
A timely new edition featuring the brilliant work from among the most inventive minds in illustration and cartoon wizardry. Heath Robinson was one of Britain's most successful graphic artists. His work has had a huge influence on comic art in this country, but also on the image and self-image of the British. As the champion of pragmatic man, Heath Robinson presented a vision of the British as an unflappable, ingenious and slightly demented breed of inventors that persists to the present day. The British are still a nation of garage-haunting amateur engineers who will recognise the inhabitants of Heath Robinson's world, with their pot bellies and pots of tea, archaic faces and sturdily commonsensical approach to the problems of existence. How to hunt tigers by elephant, how to get an even tan, rise with the sun or put out a chimney fire, these and many more pressing questions are answered in the pages of Contraptions. With illustrations salvaged from the family archives and commentary by Heath Robinson expert, Geoffrey Beare, Contraptions is the best possible introduction to the work of one of Britain's great comic talents.
Faster than a speeding bullet. More powerful than a locomotive. Able to leap tall buildings in a single bound . . . It's Superman!"" Bending Steel examines the historical origins and cultural significance of Superman and his fellow American crusaders. Cultural historian Aldo J. Regalado asserts that the superhero seems a direct response to modernity, often fighting the interrelated processes of industrialization, urbanization, immigration, and capitalism that transformed the United States from the early nineteenth century to the present. Reeling from these exciting but rapid and destabilizing forces, Americans turned to heroic fiction as a means of explaining national and personal identities to themselves and to the world. In so doing, they created characters and stories that sometimes affirmed, but other times subverted conventional notions of race, class, gender, and nationalism. The cultural conversation articulated through the nation's early heroic fiction eventually led to a new heroic type--the brightly clad, super-powered, pro-social action heroes that first appeared in American comic books starting in the late 1930s. Although indelibly shaped by the Great Depression and World War II sensibilities of the second-generation immigrants most responsible for their creation, comic book superheroes remain a mainstay of American popular culture. Tracing superhero fiction all the way back to the nineteenth century, Regalado firmly bases his analysis of dime novels, pulp fiction, and comics in historical, biographical, and reader response sources. He explores the roles played by creators, producers, and consumers in crafting superhero fiction, ultimately concluding that these narratives are essential for understanding vital trajectories in American culture.
Bring your manga to life with awesome action, powerful poses, body basics: IT'S ALL HERE! Learn the essentials of manga drawing from professional Japanese illustrators, and let them show you how to tell better stories with your manga art. Start with anatomy and body structure to create compelling characters in a few simple head-to-toe steps. Then it's time to build your world and tell your story. With this all-in-one guide, your characters, drawing, and storytelling abilities will quickly soar! In this book you'll learn not only the basics, but the insider tips and secrets only the professionals know. You'll also learn to avoid common pitfalls and overcome obstacles that might otherwise lessen the impact of your work and prevent you from becoming a successful artist! Here are just some of the features of this practical handbook: A complete art course in one volume--from anatomy and body structure to facial features and expressions, clothing and accessories, action poses and narrative techniques A guide to world-building and storytelling in the authentic Japanese manga style Two professional Japanese illustrators share their expertise in figure drawing and composition as well as two- and three-dimensional design and perspective Hundreds of dynamic examples and tips show you how to master the details that make a difference and the effects that can elevate your work to another level Over 1,000 color illustrations help to guide you on your path to becoming a better artist! Drawing Manga gives you the tips and tools you need to develop your skills and tell the stories you want to tell effectively-- just like the pros! *Recommended for artists 16 & up*
Detective Inspector Peter Grant is back in an all-new comic miniseries from author Ben Aaronovitch! Trouble never lies far from the race track. When a flash car belonging to a young boy racer from England washes up in the Netherlands with a bagload of unusual cargo, it's evident there is more than meets the eye happening at street races held in an Essex car park. Enter Detective Inspector Peter Grant. Fresh from suspension, he takes to the track in his orange 'asbo' Ford Focus to try and infiltrate the big leagues. But Peter soon finds himself sucked back into an Otherworld - a real-life fairyland!
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.
Anatomy and art combine in this incredibly detailed manga drawing guide that offers an in-depth look at the human body. Manga artists of every level will benefit from this essential anatomical overview. Step-by-step instructions bring manga characters to life and provide a clearly defined and easy-to-follow art course on the human body. With more than 1,500 highly-detailed drawings and useful tips from a manga artist actually working in the business, this book is a self-contained art class in a single volume. In this book, the body is covered head-to-toe--from various angles and positions with versions for men, women and children all provided. How to Create Manga: Drawing the Human Body is a must-have for budding manga artists and an essential reference for experienced artists looking to hone their ability to draw certain parts of their characters with greater accuracy. 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 common missteps to avoid. Other books in the series include How to Create Manga: Drawing Facial Expressions, How to Create Manga: Drawing Clothing and Accessories and How to Create Manga: Drawing Action Scenes and Characters.
The investigation onto the museum raid continues, but it's a difficult one. One of the four 'knights' has already died in his - guarded - hospital room, and FBI Agent Reilly is unknowingly engaged in a race to find the other thieves before the mysterious assassins trying to eliminate them. Meanwhile, young archaeologist Tess Chaykin is following up the Templar lead - one that the FBI considers too far-fetched to be worth looking into...
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.
Comic empires is a unique collection of new research exploring the relationship between imperialism and political cartoons, caricature, and satirical art. Edited by leading scholars across both fields (and with contributions from contexts as diverse as Egypt, Australia, the United States, and China, as well as Europe) the volume provides new perspectives on well-known events, and illuminates little-known players in the 'great game' of empire in modern times. Some of the finest comic art of the period is deployed as evidence, and examined seriously, in its own right, for the first time. Accessible to students of history at all levels, Comic empires is a major addition to the world-leading 'Studies in Imperialism' series, as well as standing alone as an innovative and significant contribution to the ever-growing international field of comics studies. -- .
Using a broad array of historical and literary sources, this book presents an unprecedented detailed history of the superhero and its development across the course of human history. How has the concept of the superhero developed over time? How has humanity's idealization of heroes with superhuman powers changed across millennia-and what superhero themes remain constant? Why does the idea of a superhero remain so powerful and relevant in the modern context, when our real-life technological capabilities arguably surpass the imagined superpowers of superheroes of the past? The Evolution of the Costumed Avenger: The 4,000-Year History of the Superhero is the first complete history of superheroes that thoroughly traces the development of superheroes, from their beginning in 2100 B.C.E. with the Epic of Gilgamesh to their fully entrenched status in modern pop culture and the comic book and graphic novel worlds. The book documents how the two modern superhero archetypes-the Costumed Avengers and the superhuman Supermen-can be traced back more than two centuries; turns a critical, evaluative eye upon the post-Superman history of the superhero; and shows how modern superheroes were created and influenced by sources as various as Egyptian poems, biblical heroes, medieval epics, Elizabethan urban legends, Jacobean masques, Gothic novels, dime novels, the Molly Maguires, the Ku Klux Klan, and pulp magazines. This work serves undergraduate or graduate students writing papers, professors or independent scholars, and anyone interested in learning about superheroes. Presents a concise but thorough history of the superhero comic industry, from the 1930s to today Clearly describes the two main forms of the historical superhero, the Costumed Avenger and the Superman Suggests a new way in which to evaluate superheroes and explains why this new methodology is important Identifies and examines the ways in which superheroes have been present in popular literature since the beginning of human history
Renowned Japanese manga artist, international instructor, and illustrator of the Wedding Peach series Nao Yazawa guides you step by step through all phases of manga drawing, from developing characters to creating a story line and story boards. With this detailed guide, learn every aspect of how to draw manga, including poses, movement, perspective, and props. Starting with rough sketches, you'll learn to add ink, coloration, special effects, and finishing touches to create dynamic manga characters and stories. You'll also find tips on how to give your characters lively facial expressions and how to create backgrounds with simple perspective. Learn authentic manga drawing from a manga master.
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.
"Boys Love Manga and Beyond" looks at a range of literary, artistic and other cultural products that celebrate the beauty of adolescent boys and young men. In Japan, depiction of the "beautiful boy" has long been a romantic and sexualized trope for both sexes and commands a high degree of cultural visibility today across a range of genres from pop music to animation. In recent decades, "Boys Love" (or simply BL) has emerged as a mainstream genre in manga, anime, and games for girls and young women. This genre was first developed in Japan in the early 1970s by a group of female artists who went on to establish themselves as major figures in Japan's manga industry. By the late 1970s many amateur women fans were getting involved in the BL phenomenon by creating and self-publishing homoerotic parodies of established male manga characters and popular media figures. The popularity of these fan-made products, sold and circulated at huge conventions, has led to an increase in the number of commercial titles available. Today, a wide range of products produced both by professionals and amateurs are brought together under the general rubric of "boys love," and are rapidly gaining an audience throughout Asia and globally. This collection provides the first comprehensive overview in English of the BL phenomenon in Japan, its history and various subgenres and introduces translations of some key Japanese scholarship not otherwise available. Some chapters detail the historical and cultural contexts that helped BL emerge as a significant part of girls' culture in Japan. Others offer important case studies of BL production, consumption, and circulation and explain why BL has become a controversial topic in contemporary Japan.
The sequel to the #1 New York Times bestselling (November 2019) phenomenon Strange Planet, featuring more hilarious and poignant adventures from the fascinating inhabitants of Nathan W. Pyle's colourful world. In this eagerly awaited sequel, Nathan takes us back to his charming and instantly recognisable planet coloured in bright pinks, blues, greens, and purples, providing more escapades, jokes and p h r a s e s. Nathan mixes his most popular Instagram comics with more than thirty original works created exclusively for this second volume to explore four major topics: traditions, nature, emotions, and knowledge. He inducts new and longtime fans into a strangely familiar world and its culture, from "cohesion" (marriage) to "mild poison" (alcohol) to the full lyrics to "The Small Eight-Legged Creature" (sung to the tune of The Itsy Bitsy Spider). Bright, colourful, and whimsical - yet charmingly familiar - Stranger Planet is out-of-this-world fun.
Black Panther was the first black superhero in mainstream comic books, and his most iconic adventures are analyzed here. This collection explores Black Panther's place in the Marvel universe, focusing on the comic books. With topics ranging from the impact apartheid and the Black Panther political party had on the comic to theories of gender and animist imagery, these essays analyze individual storylines and situate them within the socio-cultural framework of the time period they were created, drawing connections that deepen understanding of both popular culture and the movements of society. Supporting characters such as Everett K. Ross and T'Challa's sister Shuri are also considered. From his first appearance in 1966 by Jack Kirby and Stan Lee up through the character's recent adventures by Ta-Nehisi Coates and Brian Stelfreeze, more than fifty years of the character's history are addressed.
The first complete narrative history of Underground Comix, the countercultural movement from the 1960s, '70s, and '80s that forever changed comicsIn Dirty Pictures: How Nerds, Feminists, Bikers, and Potheads Revolutionized Comix, author and journalist Brian Doherty tells the wild history of the outlaw, outsider, and sometimes illegal world of Underground Comix. This subterranean subgenre of comic strips and books was printed in lofts on out-of-date machinery, published in handbound zines and underground newspapers, and distributed in headshops, porno stores, and on street corners. Comix-spelled that way to distinguish the work from its dime-store superhero contemporaries-presented tales of illicit sex, casual drug use, and a transgressive view of American society that was embraced by hippies, the fine-art world, and legions of future creatives. With a narrative that weaves together the stories of Harvey Kurtzman, R. Crumb, Trina Robbins, Spain Rodriguez, and Art Spiegelman, among many others, Doherty details, in the first complete narrative history of this movement, the local scenes that sprang up in the 1960s and '70s in New York City, San Francisco, Los Angeles, Cleveland, and Chicago, and provides insight into the rivalries, ideological battles, and conflicts that flourished.The book begins with the artists' origin stories and follows them through major successes, including Spiegelman's Pulitzer Prize-winning Maus and Robbins's Wimmen's Comix, and tragedies, from S. Clay Wilson's spiral into alcohol abuse that resulted in career-ending brain damage to Crumb's neurotic running from his own success (and his use of controversial race and gender imagery), and ends with an examination of these creators' legacies. Dirty Pictures is the essential exploration of a truly American art form that recontextualized the way people thought about war, race, sex, gender, and expression. |
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