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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
In Chibi Art Class, renowned anime artist Yoai teaches you the art of chibi, step by adorable step. Chibi is Japanese slang for "short," and chibis are mini versions of Japanese anime and manga characters defined by their large heads and tiny bodies, both of which contribute to their kawaii, or cuteness, factor. Now, you too can learn to draw these adorable doll-like characters. Here, you'll learn how to create chibis' signature bodies, facial features, and props, including dreamy eyes, fun clothes and shoes, vibrant hair, colorful accessories, and lively backgrounds. You'll also learn how to color and shade your vertically challenged characters for optimal cuteness. This book also features: 19 tutorials with simple step-by-step illustrations and instructions for drawing chibis, including a chibi character for every month of the year as well as adorable chibi beasties An inspiration gallery with ideas for eyes, hairstyles, clothing, props and accessories, and ears and tails Blank body bases for you to start your own chibi drawings Uncolored chibis for practicing coloring and shading Thanks to this crash course, soon you will be enhancing your notebooks, stationery, artwork, and more with your own unique chibi world. Chibi Art Class is now in session!
From 1985 to 1995, the syndicated comic strip Calvin and Hobbes followed the antics of a precocious six-year-old boy and his sardonic stuffed tiger. At the height of its popularity, the strip ran in more than 2,400 newspapers and generated a fan base that continues to run in the millions. This critical analysis of Calvin and Hobbes explores Calvin's world as an intertextual space, revealing a deep reservoir of meanings. Close readings of individual strips highlight the profundity of Calvin's world with respect to a number of life's big questions, including what an individual values, friendship, God, death, and other struggles in life. By engaging with Calvin and Hobbes as more than ""just"" a comic strip, this work demonstrates how the imagination remains an invaluable resource for making sense of the world in which we live.
With bestselling author Christopher Hart as your guide, learning to draw cartoons has never been easier! Thanks to Christopher Hart's simplified process, anyone can start creating dynamic cartoon characters right away. He has developed the easiest-ever approach to drawing the basics like heads, bodies, and those super-important cartoon expressions. Hart then helps beginners apply these fundamentals to a variety of fun types and settings such as animals, under-the-sea locales, famous stock characters, and popular backgrounds. Each lesson is laid out in accessible steps and accompanied by Chris's personable, quick instruction.
Despite their commercial appeal and cross-media reach, superheroes are only recently starting to attract sustained scholarly attention. This groundbreaking collection brings together essays and book excerpts by major writers on comics and popular culture.While superhero comics are a distinct and sometimes disdained branch of comics creation, they are integral to the development of the North American comic book and the history of the medium. For the past half-century they have also been the one overwhelmingly dominant market genre. The sheer volume of superhero comics that have been published over the years is staggering. Major superhero universes constitute one of the most expansive storytelling canvases ever fashioned. Moreover, characters inhabiting these fictional universes are immensely influential, having achieved iconic recognition around the globe. Their images and adventures have shaped many other media, such as film, videogames, and even prose fiction.The primary aim of this reader is twofold: first, to collect in a single volume a sampling of the most sophisticated commentary on superheroes, and second, to bring into sharper focus the ways in which superheroes connect with larger social, cultural, literary, aesthetic, and historical themes that are of interest to a great many readers both in the academy and beyond.
The little black-and-white cartoon figure of 'Tintin' first appeared in Belgium in 1929 in a Catholic newspaper where his creator, Herge, worked. Harry Thompson looks at the story of Herge, of 'Tintin' and his origins, and beyond to when President de Gaulle could call 'Tintin' 'his only rival'.
This pioneering book presents a history and ethnography of adventure comic books for young people in India with a particular focus on vernacular superheroism. It chronicles popular and youth culture in the subcontinent from the mid-twentieth century to the contemporary era dominated by creative audio-video-digital outlets. The authors highlight early precedents in adventures set by the avuncular detective Chacha Chaudhary with his 'faster than a computer brain', the forays of the film veteran Amitabh Bachchan's superheroic alter ego called Supremo, the Protectors of Earth and Mankind (P.O.E.M.), along with the exploits of key comic book characters, such as Nagraj, Super Commando Dhruv, Parmanu, Doga, Shakti and Chandika. The book considers how pulp literature, western comics, television programmes, technological developments and major space ventures sparked a thirst for extraterrestrial action and how these laid the grounds for vernacular ventures in the Indian superhero comics genre. It contains descriptions, textual and contextual analyses, excerpts of interviews with comic book creators, producers, retailers and distributers, together with the views, dreams and fantasies of young readers of adventure comics. These narratives touch upon special powers, super-intelligence, phenomenal technologies, justice, vengeance, geopolitics, romance, sex and the amazing potentials of masked identities enabled by navigation of the internet. With its lucid style and rich illustrations, this book will be essential reading for scholars and researchers of popular and visual cultures, comics studies, literature, media and cultural studies, social anthropology and sociology, and South Asian studies.
Former Disney animator offers expert advice-with over 700 illustrations-on drawing animals both realistically and as caricatures. Use of line, brush technique, establishing mood, conveying action, much more. Construction drawings reveal development process in creating animal figures. Many chapters on drawing individual animal forms-dogs, cats, horses, deer, cows, foxes, kangaroos, etc. 53 halftones. 706 line illustrations.
Critical studies of the graphic novel have often employed methodologies taken from film theory and art criticism. Yet, as graphic novels from Maus to Watchmen have entered the literary canon, perhaps the time has come to develop theories for interpreting and evaluating graphic novels that are drawn from classic models of literary theory and criticism.  Using the methodology of Georg Lukács and his detailed defense of literary realism as a socially embedded practice, Litcomix tackles difficult questions about reading graphic novels as literature. What critical standards should we use to measure the quality of a graphic novel? How does the genre contribute to our understanding of ourselves and the world? What qualities distinguish it from other forms of literature?  LitComix hones its theoretical approach through case studies taken from across the diverse world of comics, from Yoshihiro Tatsumi’s groundbreaking manga to the Hernandez Brothers’ influential alt-comix. Whether looking at graphic novel adaptations of Proust or considering how Jack Kirby’s use of intertextuality makes him the Balzac of comics, this study offers fresh perspectives on how we might appreciate graphic novels as literature.Â
This pioneering book presents a history and ethnography of adventure comic books for young people in India with a particular focus on vernacular superheroism. It chronicles popular and youth culture in the subcontinent from the mid-twentieth century to the contemporary era dominated by creative audio-video-digital outlets. The authors highlight early precedents in adventures set by the avuncular detective Chacha Chaudhary with his 'faster than a computer brain', the forays of the film veteran Amitabh Bachchan's superheroic alter ego called Supremo, the Protectors of Earth and Mankind (P.O.E.M.), along with the exploits of key comic book characters, such as Nagraj, Super Commando Dhruv, Parmanu, Doga, Shakti and Chandika. The book considers how pulp literature, western comics, television programmes, technological developments and major space ventures sparked a thirst for extraterrestrial action and how these laid the grounds for vernacular ventures in the Indian superhero comics genre. It contains descriptions, textual and contextual analyses, excerpts of interviews with comic book creators, producers, retailers and distributers, together with the views, dreams and fantasies of young readers of adventure comics. These narratives touch upon special powers, super-intelligence, phenomenal technologies, justice, vengeance, geopolitics, romance, sex and the amazing potentials of masked identities enabled by navigation of the internet. With its lucid style and rich illustrations, this book will be essential reading for scholars and researchers of popular and visual cultures, comics studies, literature, media and cultural studies, social anthropology and sociology, and South Asian studies.
From comics icon Stan Lee, creator of the Mighty Marvel Universe and characters such as Spider-Man, Incredible Hulk and the X-Men, comes the ultimate how-to book for aspiring comic book writers. In these pages, aspiring comics writers will learn everything they need to know about how to write their own comic book stories, complete with easy-to-understand instruction, tips of the trade and invaluable advice for even more advanced writers. From the secrets to creating concepts, plots, to writing the script, the man with no peer, Stan Lee, is your guide to the world of writing and creating comics.
Date Me is a collection of comics that tells stories of dating in a wheelchair, social situations sculpted by people's response to a wheelchair, and the struggle of trying to fit in from a different perspective. Dating is hard enough as an able-bodied person. Throw in the variable of a wheelchair and the "hard" becomes "almost not worth it." Kristin Beale shares stories of her crazy family, the unique and often lousy ways people interact with her because of her disability, and her often failed attempts at dating in a wheelchair with a strained, but ongoing determination not to give up. Relatable for many people who have dated in the 21st century, Date Me offers a different perspective from a wheelchair user and how to interact with them. With a few extra indiscriminate stories thrown in, Kristin's stories keep readers entertained as she reveals the struggles and triumphs of living in a wheelchair in today's world.
This title is aimed at beginner artists interested in cartooning and at the countless fans of cartoons, animation and comics. Not only are cartoons a form of entertainment, but they're an incredibly popular style of drawing! With a fresh and easy-to-follow approach to cartooning, Christopher Hart shows readers basic tips for creating a cast of the most hilarious, outrageous characters inspired by today's cartoons. Chock-full of tips, hints and step-by-step illustrations, "Modern Cartooning" gives artists of all ages the tools they need to let their imaginations run wild.
Dick Grayson-alter-ego of the original Robin of Batman comics-has gone through various changes in his 75 years as a superhero but has remained the optimistic, humorous character readers first embraced in 1940. Predating Green Lantern and Wonder Woman, he is one of DC Comics' oldest heroes and retains a large and loyal fanbase. The first scholarly work to focus exclusively on the Boy Wonder, this collection of new essays features critical analysis, as well as interviews with some of the biggest names to write Dick Grayson, including Chuck Dixon, Devin Grayson and Marv Wolfman. The contributors discuss his vital place in the Batman saga, his growth and development into independent an hero, Nightwing, and the many stroyline connections which put him at the center of the DC Universe. His character is explored in the contexts of feminism, trauma, friendship and masculinity.
Contributions by Jose Alaniz, Jessica Baldanzi, Eric Berlatsky, Peter E. Carlson, Sika A. Dagbovie-Mullins, Antero Garcia, Aaron Kashtan, Winona Landis, A. David Lewis, Martin Lund, Shabana Mir, Kristin M. Peterson, Nicholaus Pumphrey, Hussein Rashid, and J. Richard Stevens Mainstream superheroes are becoming more and more diverse, with new identities for Spider-Man, Captain America, Thor, and Iron Man. Though the Marvel-verse is becoming much more racially, ethnically, and gender diverse, many of these comics remain shy about religion. The new Ms. Marvel, Kamala Khan, is a notable exception, not only because she is written and conceived by two women, Sana Amanat and G. Willow Wilson, but also because both of these women bring their own experiences as Muslim Americans to the character. This distinct collection brings together scholars from a range of disciplines including literature, cultural studies, religious studies, pedagogy, and communications to engage with a single character, exploring Khan's significance for a broad readership. While acknowledged as the first Muslim superhero to headline her own series, her character appears well-developed and multifaceted in many other ways. She is the first character to take over an established superhero persona, Ms. Marvel, without a reboot of the series or death of the original character. The teenager is also a second-generation immigrant, born to parents who arrived in New Jersey from Pakistan. With essays from and about diverse voices on an array of topics from fashion to immigration history to fandom, this volume includes an exclusive interview with Ms. Marvel author and cocreator G. Willow Wilson by gender studies scholar Shabana Mir.
The world of Naruto explodes in full color!; Experience Naruto in full, vibrant color!; Experience the art of Naruto! Relish Masashi Kishimoto's artwork in all its colorful glory in this new hardbound collection of images from the Naruto manga! Naruto, Sasuke, Sakura, Kakashi and all your favorite characters appear in over a hundred pages of gorgeous full-color images. The book also includes an extensive interview with creator Masashi Kishimoto, step-by-step details on the process of creating a Naruto illustration, 20 pages of notes from the author about each image in the book and a beautiful double-sided poster! Relish Masashi Kishimoto's artwork in all its colorful glory in this new hardbound collection of images from the Naruto manga! Naruto, Sasuke, Sakura, Kakashi and all your favorite characters appear in over a hundred pages of gorgeous full-color images. The book also includes an extensive interview with creator Masashi Kishimoto, step-by-step details on the process of creating a Naruto illustration, 20 pages of notes from the author about each image in the book and a beautiful double-sided poster!
Everything you need to start drawing manga! In the jam-packed pages of Manga Crash Course, popular YouTube artist Mina "Mistiqarts" Petrovic shares with you all the techniques you need to create not just manga figures and faces, but full characters and scenes. After learning the basics for drawing and coloring eyes, hands, feet and other body parts, you'll move on to facial expressions, hair and clothes--the things that will make your characters stand out from the rest. Then, you'll put what you learned to the test as you play the Character Idea Game. Roll the dice to create wacky character combinations like Scary Vampire School Girl or Noisy Winged Knight. Finally, put your characters together in full manga scenes and paneled pages to create a dynamic story. Your crash course to manga drawing begins...NOW! More than 25 step-by-step demonstrations to guide you through creating each body part of your manga characters. Over 130 lessons for facial anatomy, poses, clothing and accessories, and common hairstyles and emotions. Turn your your full-sized manga characters into chibis with easy techniques. Try the character invention game to help you create your own endless supply of unique manga characters and stories.
Contributions by Michelle Ann Abate, Leah Anderst, Alissa S. Bourbonnais, Tyler Bradway, Natalja Chestopalova, Margaret Galvan, Judith Kegan Gardiner, Katie Hogan, Jonathan M. Hollister, Yetta Howard, Katherine Kelp-Stebbins, Don L. Latham, Vanessa Lauber, Katherine Parker-Hay, Anne N. Thalheimer, Janine Utell, and Susan R. Van Dyne. Alison Bechdel is both a driver and beneficiary of the welcoming of comics into the mainstream. Indeed, the seemingly simple binary of outside/inside seems perpetually troubled throughout the career of this important comics artist, known for Fun Home, Are You My Mother?, and Dykes to Watch Out For. This volume extends the body of scholarship on her work from a range of interdisciplinary perspectives. In a definitive collection of original essays, scholars cover the span of Bechdel's career, placing her groundbreaking early work within the context of her more well-known recent projects. The Contributors provide new insights on major themes in Bechdel's work, such as gender performativity, masculinity, lesbian politics and representation, trauma, life writing, and queer theory. Situating Bechdel among other comics artists, this book charts possible influences on her work, probes the experimental traits of her comics in their representations of kinship and trauma, combs archival materials to gain insight into Bechdel's creative process, and analyzes her work in community building and space making through the comics form. Ultimately, the volume shows that Bechdel's work consists of performing a Series of selves-serializing the self, as it were-each constructed and refracted across and within her chosen artistic modes and genres.
Have you spent years admiring manga drawing and wondering how to draw cool stuff, but you haven't known how to make it on your own? This book by Danica Davidson and illustrated by the amazing Melanie Westin will guide you to drawing your own manga. These two help you find your why and include how to draw for adult beginners in this book. They also include how to draw anime for beginners, how to draw cartoon comic strips, how to draw tigers, and more. This cartoon drawing guide will be especially useful for the beginner cartoon artist. This belongs on any anime bookshelf and can help readers create a book. Learn more about the art of manga with Danica Davidson and Melanie Westin in Manga Art for Beginners: How to Create Your Own Manga Drawings.
Siobhan's blood has brought her victory and the throne, but it contains its own kernel of evil... Time has passed in Eruin Dulea. Siobhan reigns with wisdom and compassion. One day, during a trip with her protector Seamus, she meets Kyle of Klanach, a minor nobleman haunted by his family's dishonour, whose charm doesn't leave her indifferent... Unfortunately, the evil Lady Gerfaut is plotting to place her own son in power. And what better way to do this than a marriage, even if it requires black magic to arrange?
The art. The craft. The business. Animation Writing and Development takes students and animation professionals alike through the process of creating original characters, developing a television series, feature, or multimedia project, and writing professional premises, outlines and scripts. It covers the process of developing presentation bibles and pitching original projects as well as ideas for episodes of shows already on the air. Animation Writing and Development includes chapters on animation history, on child development (writing for kids), and on storyboarding. It gives advice on marketing and finding work in the industry. It provides exercises for students as well as checklists for professionals polishing their craft. This is a guide to becoming a good writer as well as a successful one.
The definitive source guide for the entire monster girl genre! Told from the perspective of a wandering scholarof monsters, this tantalising tome includes 100 gorgeous full-colour illustrations of seductively-dangerous monster girls. Replete with fascinating lore, elaborate bios, and intricate descriptions, this book has everything you ever wanted to know about monster girls, and more. From centaurs to succubi, from mermaids to slimes - if it's a monster girl you seek, you will find her within these pages!
Contributions by Joshua T. Anderson, Chad A. Barbour, Susan Bernardin, Mike Borkent, Jeremy M. Carnes, Philip Cass, Jordan Clapper, James J. Donahue, Dennin Ellis, Jessica Fontaine, Jonathan Ford, Lee Francis IV, Enrique Garcia, Javier Garcia Liendo, Brenna Clarke Gray, Brian Montes, Arij Ouweneel, Kevin Patrick, Candida Rifkind, Jessica Rutherford, and Jorge Santos Cultural works by and about Indigenous identities, histories, and experiences circulate far and wide. However, not all films, animation, television shows, and comic books lead to a nuanced understanding of Indigenous realities. Acclaimed comics scholar Frederick Luis Aldama shines light on how mainstream comics have clumsily distilled and reconstructed Indigenous identities and experiences. He and contributors emphasize how Indigenous comic artists are themselves clearing new visual-verbal narrative spaces for articulating more complex histories, cultures, experiences, and narratives of self. To that end, Aldama brings together scholarship that explores both the representation and misrepresentation of Indigenous subjects and experiences as well as research that analyzes and highlights the extraordinary work of Indigenous comic artists. Among others, the book examines Daniel Parada's Zotz, Puerto Rican comics Turey el Taino and La Borinquena, and Moonshot: The Indigenous Comics Collection. This volume's wide-armed embrace of comics by and about Indigenous peoples of the Americas and Australasia is a first step to understanding how the histories of colonial and imperial domination connect the violent wounds that still haunt across continents. Aldama and contributors resound this message: Indigeneity in comics is an important, powerful force within our visual-verbal narrative arts writ large.
This book covers producing concepts and character sketches to laying out the final page of art. From comics icon Stan Lee, creator of the Mighty Marvel Universe and characters such as Spider-Man, Incredible Hulk and the X-Men, comes this ultimate how-to book for aspiring comic book artists. In Stan Lee's "How to Draw Comics", the author sets out to teach everything he knows about writing, drawing and creating comic book characters. The book focuses primarily on action-adventure comics, but will touch upon other genres and styles, such as romance, humour, horror and the widely influential manga style. From producing concepts and character sketches to laying out the final page of art, the man with no peer, Stan Lee, is the ultimate guide to the world of creating comics. |
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