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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
If you have always wanted to draw manga but weren't sure how to begin, this fun and simple step-by-step book will help kick-start your comic-drawing journey. Learn how to draw boys, girls and creatures (ordinary and extraordinary) in the manga style. Starting with basic shapes, professional manga artist Yishan Li shows how easy it is to turn circles, rectangles, squares and ovals into teens, kids, witches, wizards, monsters, animals and much more. Professional manga art from well-known comic creator Yishan Li Over 130 step-by-step drawings Easy method with great results
This inspiring book provides a detailed guide to drawing, colouring and manipulating your own digital cartoons. It is packed full with professional advice, fantastic examples and practical step-by-step techniques showing how to create amazing characters and worlds. The book begins by introducing the essential equipment and types of computer software needed. A useful guide to digital techniques follows, which explains how to colour a scanned image, how to combine different media, add speech bubbles and much more. The main section features a range of projects that offer the opportunity to practice the techniques, and produce a variety of cartoon styles, such as graphic novel, manga, and science fiction. There are over 200 amazing drawings and 70 step-by-step exercises which show the artist how to build and develop their skills and also to polish their existing abilitiesand gives hope to endless visual possibilities.
An aspiring young creator learns the fundamentals of visual storytelling from three comic book mentors in this charming illustrated tale-a graphic novel that teaches you how to turn your stories into comics! Acclaimed illustrator and graphic novelist Mark Crilley returns with a new approach to learning the essential elements of making comics. Using the same comics-style art instruction as in The Drawing Lesson, The Comic Book Lesson follows the story of Emily, an enthusiastic young comics fan and aspiring creator who has a story she needs to tell. On her quest to turn her story into a comic book, Emily visits her comic book shop and local comics convention, where she meets three mentors. Trudy, a high school student working on comics of her own, teaches Emily how to create expressive characters and how art can convey action and suspense. Madeline, a self-published manga artist, teaches Emily how to use panel composition and layout to tell a story visually and how to develop a comic from script to sketch to finished pages. Sophie, a professional graphic novelist, guides Emily through fine-tuning the details of dialogue, sequence, and pacing to lead readers through the story. The Comic Book Lesson blends these teaching moments into a sweet, clever, and poignant story that reveals why Emily is so driven to create her comic book. Each lesson builds off the previous information and skills presented, and the sequential art format provides the perfect vehicle for step-by-step instruction. This book also includes practise exercises to help readers develop their own comic book skills.
Incorporating over 250 illustrations, this is the first comprehensive study in English of French artist and caricaturist George Ferdinand Bigot (1860-1927) who, during the last two decades of the nineteenth century, was renowned in Japan but barely known in his own country. Even today, examples of his cartoons appear in Japanese school textbooks. Inspired by what he saw of Japanese culture and way of life at the Paris Exposition Universelle in 1878, Bigot managed to find his way to Japan in 1882 and immediately set about developing his career as an artist working in pen and ink, watercolours and oils. He also quickly exploited his talent as a highly skilled sketch artist and cartoonist. His output was prodigious and included regular commissions from The Graphic and various Japanese as well as French journals. He left Japan in 1899, never to return. The volume includes a full introduction of the life, work and artistry of Bigot by Christian Polak, together with an essay by Hugh Cortazzi on Charles Wirgman, publisher of Japan Punch. Wirgman was Bigot's 'predecessor' and friend (he launched his own satirical magazine Tobae in 1887, the year Japan Punch closed). Georges Bigot and Japan also makes a valuable contribution to Meiji Studies and the history of both Franco- and Anglo-Japanese relations, as well as the role of art in modern international relations.
Dark Horse Books and Nintendo team up to bring you "The Legend of Zelda: Hyrule Historia", containing an unparalleled collection of historical information on "The Legend of Zelda" franchise. This handsome hardcover contains never-before-seen concept art, the full history of Hyrule, the official chronology of the games, and much more! Starting with an insightful introduction by the legendary producer and video-game designer of Donkey Kong, Mario, and The Legend of Zelda, Shigeru Miyamoto, this book is crammed full of information about the storied history of Link's adventures from the creators themselves! As a bonus, "The Legend of Zelda: Hyrule Historia" includes an exclusive comic by the foremost creator of "The Legend of Zelda" manga - Akira Himekawa!
The Cambridge History of the Graphic Novel provides the complete history of the graphic novel from its origins in the nineteenth century to its rise and startling success in the twentieth and twenty-first century. It includes original discussion on the current state of the graphic novel and analyzes how American, European, Middle Eastern, and Japanese renditions have shaped the field. Thirty-five leading scholars and historians unpack both forgotten trajectories as well as the famous key episodes, and explain how comics transitioned from being marketed as children's entertainment. Essays address the masters of the form, including Art Spiegelman, Alan Moore, and Marjane Satrapi, and reflect on their publishing history as well as their social and political effects. This ambitious history offers an extensive, detailed and expansive scholarly account of the graphic novel, and will be a key resource for scholars and students.
The etchings and wood-engravings of George Cruikshank (1792-1878) recorded, commented on and satirised his times to such an extent that they have frequently been used to represent the age. Cruikshank, a popular artist in the propaganda war against Napoleon, an ardent campaigner for Reform and Temperance, and the foremost illustrator of such classics as "Grimms' Fairy Tales", Scott's novels and Dicken's "Oliver Twist", is known for his versatility, imagination, humour and incisive images. His long life, marked by a ceaseless struggle to win recognition for his art, intersected with the lives of many of Britain's important political, social and cultural leaders. In this first volume of Robert Patten's two-volume biography, which covers the artist's Regency caricatures and early book illustrations, Patten demonstrates the ways in which Cruikshank was, as his contemporaries frequently declared, the Hogarth of the nineteenth century. Having reviewed over 8,500 unpublished letters and most of Cruikshank's 12,000 or more printed images, Patten gives a thorough and reliable account of the artist's career. He puts Cruikshank's achievement into a variety of larger contexts - publishing history, political and cultural history, the traditions of figuration practised by Cruikshank's contemporaries, and the literary and social productions of nineteenth century Britain. This biography provides both the general reader and the specialist with a wealth of new information conveyed in lively, non-technical prose. Patten's book contributes to current investigation of the rich interactions between high art and low, texts and pictures, politics and imagination. Also available in this series is: "Volume II: 1835-1878".
In "Persepolis," heralded by the "Los Angeles Times" as "one of the
freshest and most original memoirs of our day," Marjane Satrapi
dazzled us with her heartrending memoir-in-comic-strips about
growing up in Iran during the Islamic Revolution. Here is the
continuation of her fascinating story.
This trailblazing survey of an art form preferred by the masses was the pioneer study of the subject. It shows the evolution and subgenres of the comics from "The Yellow Kid" in 1895 through the first decade of the modern comic book in the 1940s. First published in 1947 and long out of print, this is considered by diehard aficionados of the comics as the best book ever written on the subject, and not just because it was the first. In this far-reaching study Coulton Waugh set down information that is now common lore, that the comics are revealing reflectors of society. For general readers and scholars alike, this new edition has a comprehensive index and an introduction by M. Thomas Inge, the notable scholar of popular culture and author of "Comics as Culture."
From the editor of Yale's Anthology of Graphic Fiction, Cartoons, and True Stories, a smart and charming guide to the art of cartooning Winner of the 2012 Will Eisner Comic Industry Award for the Best Academic/Scholarly Work "Brunetti has given the cartooning world something very similar to what Strunk & White gave to prose with their Elements of Style. . . . Keep it right next to your desk where you can find it at a moment's notice."-Tim O'Neil, PopMatters.com The best cartooning is efficient visual storytelling-it is as much a matter of writing as it is of drawing. In this book, noted cartoonist and illustrator Ivan Brunetti presents fifteen distinct lessons on the art of cartooning, guiding his readers through wittily written passages on cartooning terminology, techniques, tools, and theory. Supplemented by Brunetti's own illustrations, prepared specially for this book, these lessons move the reader from spontaneous drawings to single-panel strips and complicated multipage stories. Through simple, creative exercises and assignments, Brunetti offers an unintimidating approach to a complex art form. He looks at the rhythms of storytelling, the challenges of character design, and the formal elements of comics while composing pages in his own iconic style and experimenting with a variety of tools, media, and approaches. By following the author's sophisticated and engaging perspective on the art of cartooning, aspiring cartoonists of all ages will hone their craft, create their personal style, and discover their own visual language.
In The Secret Origins of Comics Studies, today's leading comics scholars turn back a page to reveal the founding figures dedicated to understanding comics art. Edited by comics scholars Matthew J. Smith and Randy Duncan, this collection provides an in-depth study of the individuals and institutions that have created and shaped the field of Comics Studies over the past 75 years. From Coulton Waugh to Wolfgang Fuchs, these influential historians, educators, and theorists produced the foundational work and built the institutions that inspired the recent surge in scholarly work in this dynamic, interdisciplinary field. Sometimes scorned, often underappreciated, these visionaries established a path followed by subsequent generations of scholars in literary studies, communication, art history, the social sciences, and more. Giving not only credit where credit is due, this volume both offers an authoritative account of the history of Comics Studies and also helps move the field forward by being a valuable resource for creating graduate student reading lists and the first stop for anyone writing a comics-related literature review.
Charles Schulz, the most widely syndicated and beloved cartoonist of all time, is also one of the most misunderstood figures in popular culture. Now, acclaimed biographer David Michaelis gives us the first full-length biography of Schulz: at once a creation story, a portrait of a hidden genius, and a chronicle contrasting the private man with the central role he played in shaping the imagination of a generation and beyond. The son of a barber, Schulz was born in Minnesota to modest, working class roots.In 1943, just three days after his mother's tragic death from cancer, Schulz, a private in the army, shipped out for boot camp and the war in Europe. The sense of shock and separation never left him. And these early experiences would shape his entire life. With "Peanuts", Schulz embedded adult ideas in a world of small children to remind the reader that character flaws and childhood wounds are with us always. It was the central truth of his own life, that as the adults we've become and as the children we always will be, we can free ourselves, if only we can see the humor in the predicaments of funny-looking kids. Schulz's "Peanuts" profoundly influenced popular culture in the second half of the 20th century. But the strip was anchored in the collective experience and hardships of Schulz's generation-the generation that survived the Great Depression and liberated Europe and the Pacific and came home to build the postwar world.
A breathtakingly imaginative fantasy series starring Max - a trans high school student who has to save the world as a Magical Girl ... as a boy! Although he was assigned female at birth, Max is your average trans man trying to get through high school as himself. But on top of classes, crushes and coming out, Max's life is turned upside down when his mom reveals an eons old family secret: he's descended from a long line of Magical Girls tasked with defending humanity from a dark, ancient evil! With a sassy feline sidekick and loyal gang of friends by his side, can Max take on his destiny, save the world and become the next Magical Boy? A hilarious and heartfelt riff on the magical girl genre made popular by teen manga series, Magical Boy is a one-of-a-kind fantasy series that comic readers of all ages will love With full-colour illustrations inside From popular illustrator and comic artist, Vincent Kao, as The Kao.
Operating out of a tiny office on Madison Avenue in the early 1960s, a struggling company called Marvel Comics presented a cast of brightly costumed characters distinguished by smart banter and compellingly human flaws. Spider-Man, the Fantastic Four, Captain America, the Incredible Hulk, the Avengers, Iron Man, Thor, the X-Men, Daredevil - these superheroes quickly won children's hearts and sparked the imaginations of pop artists, public intellectuals, and campus radicals. Over the course of a half century, Marvel's epic universe would become the most elaborate fictional narrative in history and serve as a modern American mythology for millions of readers. Throughout this decades-long journey to becoming a multibillion-dollar enterprise, Marvel's identity has continually shifted, careening between scrappy underdog and corporate behemoth. As the company has weathered Wall Street machinations, Hollywood failures, and the collapse of the comic book market, its characters have been passed along among generations of editors, artists, and writers-also known as the celebrated Marvel Bullpen. Entrusted to carry on tradition, Marvel's contributors-impoverished child prodigies, hallucinating peaceniks, and mercenary careerists among them-struggled with commercial mandates, a fickle audience, and, over matters of credit and control, one another. For the first time, Marvel Comics reveals the outsized personalities behind the scenes, including Martin Goodman, the self-made publisher who forayed into comics after a get-rich-quick tip in 1939; Stan Lee, the energetic editor who would shepherd the company through thick and thin for decades; and Jack Kirby, the World War II veteran who'd co-created Captain America in 1940 and, twenty years later, developed with Lee the bulk of the company's marquee characters in a three-year frenzy of creativity that would be the grounds for future legal battles and endless debates. Drawing on more than one hundred original interviews with Marvel insiders then and now, Marvel Comics is a story of fertile imaginations, lifelong friendships, action-packed fistfights, reformed criminals, unlikely alliances, and third-act betrayals - a narrative of one of the most extraordinary, beloved, and beleaguered pop cultural entities in America's history.
It is 1936 in Berlin, Nazi Germany. A Japanese reporter named Sohei
Tohge is covering the Berlin Olympic Games for the Japanese press.
As he sits in the Japanese press box watching the many track and
field events of the day, he receives a call from his younger
brother Isao, who has been studying in Germany as an international
student. The two make plans to meet as Isao mentions he has
something of importance to share with his sibling. While Sohei
initially thinks his little brother may have found a young frau,
Isao's tone is clearly that of one who is troubled by topics much
heavier than romance.
For over 30 years, Stan Winston and his team of artists and
technicians have been creating characters, creatures and monsters
for the silver screen, from "The Terminator" and the
extraterrestrial monstrosities of "Aliens" and "Predator "to the
amazing dinosaurs of "Jurassic Park "and the fanciful character of
"Edward Scissorhands."
Superstar artist GUILLEM MARCH is well known for his DC Comics work (Batman, Joker, Harley Quinn) and his creator-owned Image book, KARMEN. This companion to the sold out COVER GIRLS showcases his best and most breathtaking artwork, including beautifully crafted European adult projects like Monika and The Dream. Plus, more than two hundred full-color images including covers, pin-ups, sketches, and process work all celebrating the female form. It also features a delightfully spicy 20-page comic released in English for the first time ever, as well as his run of acclaimed Vampirella covers.
This volume collects some of the best covers and other artwork from rising star GUILLEM MARCH (Gotham City Sirens, Catwoman). More than one-hundred, full-color images featuring the sexiest girls from his stunning work for Eros Magazine and Playboy Spain, never-before-seen in the U.S., plus much unpublished art. |
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