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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
Just add talent! Award-winning animator Tony White brings you the ultimate book for digital animation. Here you will find the classic knowledge of many legendary techniques revealed, paired with information relevant to today's capable, state-of-the-art technologies. White leaves nothing out. What contemporary digital animators most need to know can be found between this book's covers - from conceptions to creation and through the many stages of the production pipeline to distribution. This book is intended to serve as your one-stop how-to animation guide. Whether you're new to animation or a very experienced digital animator, here you'll find fundamentals, key classical techniques, and professional advice that will strengthen your work and well-roundedness as an animator. Speaking from experience, White presents time-honored secrets of professional animaton with a warm, masterly, and knowledgeable approach that has evolved from over 30 years as an award-winning animator/director. The book's enclosed downloadable resources presents classic moments from animation's history through White's personal homage to traditional drawn animation, "Endangered Species." Using movie clips and still images from the film, White shares the 'making of' journal of the film, detailing each step, with scene-by-scene descriptions, technique by technique. Look for the repetitive stress disorder guide on the downloadable resources, called, "Mega-hurts." Watch the many movie clips for insights into the versatility that a traditional, pencil-drawn approach to animaton can offer.
In this unique book the author explores the history of pioneering computer art and its contribution to art history by way of examining Ernest Edmonds' art from the late 1960s to the present day. Edmonds' inventions of new concepts, tools and forms of art, along with his close involvement with the communities of computer artists, constructive artists and computer technologists, provides the context for discussion of the origins and implications of the relationship between art and technology. Drawing on interviews with Edmonds and primary research in archives of his work, the book offers a new contribution to the history of the development of digital art and places Edmonds' work in the context of contemporary art history.
Write your own MAXScript functions and utilities to create custom tools and UI elements, and automate repetitive tasks. Demonstrated techniques include the creation of objects, arrays, collections, control structures, parametric objects, and the construction of UI elements. The downloadable resources contain media files that allow you to practice the techniques with real-world examples demonstrating how you can use then in a production environment.
All professional animators know a handful of secrets that give them an edge in a production environment. "How to Cheat in Maya" puts these secrets in your hands! Learn time and energy-saving techniques tested in real Hollywood productions in this book, jam-packed with screenshots and scene files designed to get you up to speed quickly. From menus to modeling, lipsync to lighting, How to Cheat in Maya 2013 covers all of the methods available in the latest version of Maya. Get up to speed quickly and produce stellar results with these insider workflows. With new, updated cheats for the latest version of Maya, "How to Cheat in Maya" is an essential guide for amateur and professional 3D animators alike. Fully updated with gold-mine coverage including: expanded sections on production workflow, all new chapters covering rigging cheats and Maya's referencing tools, and brand new project files demonstrating production-proven techniques. The companion website includes complete scene files for exercises and techniques, extra rigs, Quicktime movies of full projects, and video tutorials.
Practical introduction to creating and editing high quality video on the desktop. Using examples from a variety of video applications, benefit from a professional's experience, step-by-step, through a series of workshops demonstrating a wide variety of techniques. These include producing short films, multimedia and internet presentations, animated graphics and special effects.The opportunities for the independent videomaker have never been greater - make sure you bring your understanding fully up to date with this invaluable guide.No prior knowledge of the technology is assumed, with explanations provided in an easy to understand manner. Ken Pender provides an overview of the hardware and software needed and describes how to output completed projects to the Internet, CD-ROMs, Zip and Jaz discs and videotape. The following software is covered: Realtime compression: Codecs Editing, including transitions and special effects: Adobe Premiere, Ulead MediaStudio, Corel Lumiere 2D Animation: Corel PHOTO-PAINT, Fractal Design Painter, Power Goo 3D Animation: Ray Dream Studio, MetaCreations Poser and Bryce 3D Frame stack editing: Adobe Photoshop, Fractal Design Painter Still image frame editing: CorelDRAW, Fractal Design Painter Audio creation, editing and mixing: Cool Edit, Goldwave and MultiquenceThe accompanying CD-ROM provides sample software for Adobe Premiere 5.0, Cool Edit 96, Goldwave 4.02 and Multiquence 1.02. (For further information on Goldwave and Multiquence, see http://www.goldwave.com; for information on Cool Edit, see http://syntrillium.com.)
This book focuses on the artistic process, creativity and collaboration, and personal approaches to creation and ideation, in making digital and electronic technology-based art. Less interested in the outcome itself - the artefact, artwork or performance - contributors instead highlight the emotional, intellectual, intuitive, instinctive and step-by-step creation dimensions. They aim to shine a light on digital and electronic art practice, involving coding, electronic gadgetry and technology mixed with other forms of more established media, to uncover the practice-as-research processes required, as well as the collaborative aspects of art and technology practice.
Character Design Quarterly (CDQ) is a lively, creative magazine bringing inspiration, expert insights, and leading techniques from professional illustrators, artists, and character art enthusiasts worldwide. Each issue provides detailed tutorials on creating diverse characters, enabling you to explore the processes and decision making that go into creating amazing characters. Learn new ways to develop your own ideas, and discover from the artists what it is like to work for prolific animation studios such as Disney, Warner Bros., and DreamWorks. The face of issue 17 is Devin Elle Kurtz, who crafted an enchanting narrative design especially for this issue's cover. Alongside a breakdown of how the cover was created, readers can discover more about the artist and her creative story to date. Issue 17 also features an informative interview with the team at Taiko Studios.
"Assassin's Creed" steps into a brand new era. With intricately detailed environments and finely-honed and evocative historical reimaginings, this is a world into which you can immerse yourself and feel the echoes of the past come to life. Continuing in the footsteps of this already world-renowned franchise, "Assassin's Creed III" promises to be the biggest and best yet.
Character Design Quarterly (CDQ) is a lively, creative magazine bringing inspiration, expert insights, and leading techniques from professional illustrators, artists, and character art enthusiasts worldwide. Each issue provides detailed tutorials on creating diverse characters, enabling you to explore the processes and decision making that go into creating amazing characters. Learn new ways to develop your own ideas, and discover from the artists what it is like to work for prolific animation studios such as Disney, Warner Bros., and DreamWorks. The cover of issue 18 comes from animation character designer and art director Max Ulichney, who creates fun, production-worthy characters, and scenes with bold cinematography at the forefront. Also in this awesome issue, we speak to the directors of Panimation Studio and learn how to redesign classic characters with hugely popular artist Marta Garci a Navarro.
A diverse range of leading scholars, activists, archivists and artists explore the histories, practices and concerns of women making film and video across the world, from the pioneering German animator Lotte Reiniger, to the influential African American filmmaker Julie Dash and the provocative Scottish contemporary artist Rachel Maclean. Opening with a foreword from the film theorist Laura Mulvey and a poem by the artist filmmaker Lis Rhodes, the book traces the legacies of early feminist interventions into the moving image and the ways in which these have been re-configured in the very different context of today. Reflecting and building upon the practices of recuperation that continue to play a vital role in feminist art practice and scholarship, contributors discuss topics such as how multiculturalism is linked to experimental and activist film history, the function and nature of the essay film, feminist curatorial practices and much more. This book transports readers across diverse cultural contexts and geographical contours, addressing complex narratives of subjectivity, representation and labour, while juxtaposing cultures of film, video and visual arts practice often held apart.
"Videoland" offers a comprehensive view of the "tangible phase" of
consumer video, when Americans largely accessed movies as material
commodities at video rental stores. Video stores served as a vital
locus of movie culture from the early 1980s until the early 2000s,
changing the way Americans socialized around movies and
collectively made movies meaningful. When films became tangible as
magnetic tapes and plastic discs, movie culture flowed out from the
theater and the living room, entered the public retail space, and
became conflated with shopping and salesmanship. In this process,
video stores served as a crucial embodiment of movie culture's
historical move toward increased flexibility, adaptability, and
customization.
Prague - known as 'The City of Dreams', 'The Hundred-Spired City' and, most significantly for this study, 'Hollywood of the East' - has played an important role in the history of the seventh art. The Czech capital often functions as an onscreen surrogate for other major European cities such as London, Paris, Venice, Vienna and Zurich. In exploring the intersection of the city and cinema, World Film Locations: Prague traverses the Czech capital's topography, legendary sites and landmarks as they appear on screen - including Charles Bridge, Old Town, Mala Strana, Wenceslas Square, the Vlatava River and Prague Castle - in an internationally diverse range of exemplary films set there, such as The Student of Prague, the first feature-length horror film; the controversial Ecstasy, starring Hedy Lamarr before she became a Hollywood star; Czech New Wave films including Closely Observed Trains; Czech New Wave auteur Milos Forman's critically acclaimed Amadeus; Steven Soderbergh's Kafka; and action/adventure productions Mission Impossible, The Bourne Identity, Casino Royale and The League of Extraordinary Gentlemen, among others. Along with an historical overview of Prague in film, lengthier essays by leading film scholars and professors consider Prague's iconic Barrandov Studios as well as the impact of World War II, the Cold War and the Prague Spring. This collection, an invaluable resource for the study of cinematic psychogeography, will be of great interest to students, scholars and aficionados of East-Central European film as well as literary, cultural and sociopolitical history.
Photoshop is the tool of the modern artist and provides everything you need to succeed as a designer in the popular and growing video games and movie industries. Featuring thorough guidance from the point of installing Photoshop to the creation of your very first concept, this reboot of the definitive beginner's guide to digital painting is sure to both educate and inspire. Photoshop is an expansive and daunting piece of software, but in-depth tutorials and insightful exercises will help even a complete novice build up the skills they need to bring their own imagination to life as digital concepts. This second edition of Beginner's Guide to Digital Painting in Photoshop is a complete resource for any artist wanting to start their adventure into the world of digital art.
The secrets to creating stunning landscapes are at your fingertips with Digital Mayhem 3D Landscapes Techniques. Compiled by Duncan Evans, launch Editor of 3D Artist Magazine, Digital Mayhem features a variety of beautiful art from some of the finest digital artists working today. Inspiration and technique meet here as you learn how to create every type of landscape from harsh desert savannahs to icy tundra. Using a blend of showcase images, step-by-step and long-form tutorials, you will be guided through the featured artist's process so you can incorporate their techniques and workflow into your own projects. Not just another button-pushing manual or coffee table book, Digital Mayhem will help develop your critical eye for composition, choice of camera lens, lighting, rendering, and post production, allowing you to work more intuitively. With insight from some of the best digital artists in the world, Digital Mayhem will have you creating your own masterpiece in no time! Unique coverage on a variety of software allows you to hone your skills across different platforms. Illustrious and colorful artwork coupled with artist insight will both inspire and inform your creative decisions. Comprehensive companion website offers additional resources for you to further expand your skillset.
Unlike other books on architecture and film, Architecture Filmmaking investigates how the now-expanded field of architecture utilizes the practice of filmmaking (feature/short film, stop motion animation and documentary) or video/moving image in research, teaching and practice, and what the consequences of this interdisciplinary exchange are. While architecture and filmmaking have clearly distinct disciplinary outputs and filmmaking is a much younger art than architecture, the intersection between them is less defined. This book investigates the ways in which architectural researchers, teachers of architecture, their students and practising architects, filmmakers and artists are using filmmaking uniquely in their practice.
Creating Stylized Characters gives readers a valuable insight into the popular art of character design. Professional illustrators, animators and cartoonists, well versed in creating characters for video games, comics and film, guide the reader through accessible tutorial projects packed with images and advice. Any budding artist will soon be able to draw characters of all ages, shapes and sizes! This entertaining, beginner-friendly book is applicable to both digital and traditional media, and delves into many essential aspects of the character development process, from real-world research, to sketching gestures and poses, to exploring different genres, personalities and styles.
Spanish Cinema of the New Millennium provides a new approach to the study of contemporary Spanish cinema between 2000 and 2015, by analysing films that represent both 'high' and 'popular' culture side by side. The two film cultures are represented by Goya-winning films and the biggest box-office successes. By analysing the chronological trajectory of the country's most important films over this period, Spanish Cinema of the New Millennium examines contemporary Spain's national identity, culture and film industry.
This magisterial book offers comprehensive accounts of the professional itineraries of three women in the silent film in the Netherlands, France and North America. Annette Foerster presents a careful assessment of the long career of Dutch stage and film actress Adrienne Solser; an exploration of the stage and screen careers of French actress and filmmaker Musidora and Canadian-born actress and filmmaker Nell Shipman; an analysis of the interaction between the popular stage and the silent cinema from the perspective of women at work in both realms; fresh insights into Dutch stage and screen comedy, the French revue and the American Northwest drama of the 1910s; and much more, all grounded in a wealth of archival research.
Digital Currents explores the growing impact of digital technologies on aesthetic experience and examines the major changes taking place in the role of the artist as social communicator. Margot Lovejoy recounts the early histories of electronic media
for art making - video, computer, the internet - in this richly
illustrated book. She provides a context for the works of major
artists in each media, describes their projects, and discusses the
issues and theoretical implications of each to create a foundation
for understanding this developing field.
Absence has played a crucial role in the history of avant-garde aesthetics, from the blank canvases of Robert Rauschenberg to Yves Klein's invisible paintings, from the "silent" music of John Cage to Samuel Beckett's minimalist theater. Yet little attention has been given to the important role of absence in cinema. In the first book to focus on cinematic absence, Justin Remes demonstrates how omissions of expected elements can spur viewers to interpret and understand the nature of film in new ways. While most film criticism focuses on what is present, such as images on the screen and music and dialogue on the soundtrack, Remes contends that what is missing is an essential part of the cinematic experience. He examines films without images-such as Walter Ruttmann's Weekend (1930), a montage of sounds recorded in Berlin-and films without sound-such as Stan Brakhage's Window Water Baby Moving (1959), which documents the birth of the filmmaker's first child. He also examines found footage films that erase elements from preexisting films such as Naomi Uman's removed (1999), which uses nail polish and bleach to blot out all the women from a pornographic film, and Martin Arnold's Deanimated (2002), which digitally eliminates images and sounds from a Bela Lugosi B movie. Remes maps out the effects and significations of filmic voids while grappling with their implications for film theory. Through a careful analysis of a broad array of avant-garde works, Absence in Cinema reveals that films must be understood not only in terms of what they show but also what they withhold.
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