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Books > Arts & Architecture > Art forms, treatments & subjects > Drawing & drawings
Gamers, get ready to level up with How to Draw Video Games! From
helpful sidekicks to 8-bit aliens and block-style beasts, the video
game galaxy is an epic and endless world of battle-ready bosses,
spewing lava levels and handyman heroes with the courage to save
the day--all you need to do is draw them. This book teaches you how
to get ideas from your brain onto paper by following basic
demonstrations and using real life cheat codes. Instead of pressing
"up, up, down, down, left," grab a sketchbook, marker and pack of
colored pencils to start designing cool characters and the worlds
they live in without the finger blisters and rage quits! 25+
demonstrations cover everything from inventing heroes and evil
villains to storyboarding your game win. Learn how to draw
legendary worlds and create difficult boss levels, including
scrolling, three-dimensional and Minecraft-style block landscapes.
Build cool vehicles, spaceships and sweet rides for heroes to hop
on! Includes info on tech techniques, programs and digital
upgrades. Stop playing video games and start drawing them!
The self-portrait of Baccio Bandinelli in the Isabella Stewart
Gardner Museum, Boston, shows the scupltor pointing not to a work
of marble or bronze, but to a drawing. Bandinelli was particularly
proud of his skills as a draughtsman, and he was prolific in his
production of works on paper. This set him apart from
contemporaries in his profession; many Renaissance sculptors left
us no drawings at all. Accompanying an exhibition at the Gardner
Museum, this publication will put Bandinelli's portrait in context
by looking at the practice of drawing by scupltors from the
Renaissance to the Baroque in Central Italy. A focus of the book
will be Bandinelli's own drawings and the development of his
practice across his career and his experimentation with different
media. Bandinelli's drawings will be compared with those of
Michelangelo and Cellini. The broader question considered, however,
is when, how, and why scupltors drew. EVery Renaissance sculptor
who set out to make a work in metal or stone would first have made
a series of preparatory models in wax, clay, and/or stucco. Drawing
was not an essential practice for sculptors in teh way it was for
painters, and indeed, most surviving sculptors' drawings are not
preparatory studies for works they subsequently executed in three
dimensions. By comparing bot rough sketches and more finished
drawings with related three-dimensional works by the same artists,
the importance of drawing for various individual sculptors will be
examined. When sculptors did draw, it often indicated something
about the artist's training or about his ambitions. Among the most
accomplished draftsmen were artists like Pollaiuolo, Verrocchio,
and Cellini, who had come to sculpture by way of goldsmithery, a
profession that required profieciency in ornamental design. Artists
who soought to become architects, meanwhile - the likes of
Michelangelo, Giambologna, and Ammanati - similarly needed to learn
to draw, since architects had to provide plans, elevations, and
other drawings to assistants and clients and had to imagine the
place of individual figures within a larger multi-media ensemble.
Certain kinds of projects, moreover - fountains and tombs, for
example - required drawings to a degree that others did not.
Sections on the Renaissance goldsmith-sculptor and
sculptor-architect will allow comparison of the place drawing had
in various artists' careers. Beginning with a chapter dedicated to
the importance of draftsmanship in the education of sculptors,
showing works by Finiguerra, Cellini Bandinelli, and Giambologna,
the book will be split up into chapters dealing with the various
challenges scupltors faced while drawing objects in the round,
reliefs, and architectural structures. A central section will focus
on Bandinelli, demonstrating the importance drawing held for him
while he was preparing sculptures and as an independent token of
his artistry.
It's a bird! It's a plane! It's a superhero drawing book!
Professional comic book artist and YouTube guru Robert Marzullo
teaches you the building blocks of creating your own action heroes
and explosive comic book scenes. Easy to follow step-by-step
demonstrations break down advanced drawings into basic shapes and
shading for you to replicate and master before applying your
newfound knowledge to create your own dynamic comic book characters
and settings. INCLUDES 50+ step-by-step demonstrations Chapters on
drawing faces, bodies, character details and scenes Instruction on
depicting both superhuman men and women using different
perspectives, expressions, proportions and poses Ideas for
costumes, such as basic cuffs, capes, helmets, armor and weaponry
Tips for rendering power effects, from flying and wall smashing to
magic-orb wielding and energy blasting Lessons on blocking in a
scene to create powerful comic panels that tell a story
In this generously illustrated and lively book, Christopher Lloyd
sets out and interprets the lifelong achievement of Picasso
(1881-1973) as a draftsman. Although there have been many
publications about his drawings that have tended to focus on
particular periods of his career, this stunning volume specifically
examines how drawing serves as the vital thread connecting all of
Picasso's art, just as it also links his private world with his
public persona of which he was becoming increasingly aware in his
later years. Picasso and the Art of Drawing ultimately showcases
how the basis of the titular artist's style as painter, sculptor,
printmaker, and designer was manifestly achieved through drawing.
Distributed for Modern Art Press
Concepts are where all great ideas begin. Whether scribbled in a
sketch pad or on a napkin, concepts are a way for artists to
develop their skills and discover interesting shapes and forms that
can be developed into their next masterpiece. In Sketching from the
Imagination, 50 talented traditional and digital artists have been
chosen to share their sketchbook works, from doodled concept
sketches to fully rendered drawings. A visually stunning collection
packed full with useful tips, Sketching from the Imagination is an
excellent value resource for concept design to inspire artists of
all abilities.
In the fateful month of March 2000, shortly after opening a hugely
successful show in New York that unveiled the more nefarious
financial connections of Presidential candidate George W. Bush, the
hugely ambitious Conceptual artist Mark Lombardi was found hanged
in his studio, an apparent suicide. With museums lining up to buy
his work, and the fame he had sought relentlessly at last within
his reach, speculation about whether his death was suicide or
murder has titillated the art world ever since. Lombardi was an
enigma who was at once a compulsive truth-teller and a cunning
player of the art game, a political operative and a stubborn
independent, a serious artist and a Merry Prankster, a
metaphysicist if not a scientist.Lombardi's spidery, elusive
diagrams describing the evolution of the shadow-banking industry
from a decades-old alliances between intelligence agencies,
banking, government and organized crime, may have made him unique
in art history as the only artist whose primary subject, the CIA,
has turned around and studied him and his art work. Exhaustively
researched, this is the first comprehensive biography of this
immensely contradictory and brilliantly original artist whose
pervasive influence in not only the art world, but also in the
world of computer science and cyber-security is only now coming to
light.
This yearlong workshop guides you through 52 weekly lessons that
not only improve your technical skills but refine your personal
style, preferences, and expression. The first half of the year
focuses on learning and polishing the building blocks-such as line,
perspective, and shading-while the second empowers you to make
choices and question "methods." Each week includes an introductory
quote from art history, what (and how) to practice for the specific
lesson, and further "if you have time" suggestions to build on.
Going beyond simple step by step, each lesson also includes works
by artists in other mediums to look up, rooting the theme in its
broader artistic context. By the final assessment lesson of week
52, you'll be more skillful and knowledgeable about drawing, and
about yourself as an artist.
How to Keep a Sketch Journal is the essential travel-sized guide to
keeping a visual diary of your surroundings. Whether you're a
habitual sketcher or just starting out, this book will teach you
how to improve your observational sketching, indoors or outdoors,
whether you're drawing still lifes, environments, or scenes. It
covers sketching with different media, from a simple pen or pencil
to using watercolors or pastels on the go. The book stands
perfectly on its own as a guidebook, or can be used as a complement
to 3dtotal's Sketch Journal travel portfolio, fitting neatly
alongside your favorite sketching tools.
We are pleased to bring this classic work back into print. A
compendium of the life and work of Maxfield Parrish, it is an
essential part of a Parrish library. For the collector, the
publisher has included a value guide to some of the products that
bear Parrish images. Examples of Parrish's most famous book
illustrations are shown, including selections from Mother Goose in
Prose and the Arabian Nights. Also included are his famous magazine
covers-from Life, Collier's, Harper's Weekly, etc., as well as all
the landscapes that he painted for Brown and Bigelow, who
reproduced them as calendars every year from 1936 to 1963. One of
the highlights of the book is the chapter on Parrish's technique,
examining in depth his materials, favorite methods, and unique way
of painting. In addition, there is a lengthy excerpt from an
unpublished manuscript by Maxfield Parrish, Jr., explaining
step-by-step his father's glazing technique and use of photography
in his work. This definitive study also contains numerous revealing
excerpts from Parrish's unpublished correspondence with family,
friends, and clients.
Sketchbooks are an essential part of the creative process for
artists of all disciplines, ranging from textiles and jewellery to
interior design, printmaking and ceramics. The sketchbook is a
complete record of the creative process which, it can even be
argued, is more important that the finished object at the end of
this process. This book is a vital resource for artists of all
levels including students, makers and collectors, as it not only
gives practical advice about building your own sketchbooks but also
provides examples of different artists' working methods.
Extraordinary Sketchbooks takes the reader through different themes
and functions for sketchbooks, including drawing to collect visual
research, course work, developing concepts and suggestions for
making simple and quick visuals into exciting images. An inspiring
gallery of examples from a range of artists including recent
graduates, practising artists and lecturers and working
professionals form a variety of art and design industries. A
fantastic resource for artists everywhere.
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