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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > General
The Art of Total War is a high-end art book based on the bestselling Total War[trademark] franchise, including the latest game in the series Total War[trademark]: ROME II. This volume will include full colour concept and development art throughout, as well as creator and artist commentaries. Total War is known for its cinematic quality and phenomenal attention to detail, admired by gamers and critics alike.
This is the 5th book in the Imaginaire Series. David M Bowers from USA is the guest of honour. A variety of internationally known artists in the genre Magic Realism is showing their own especially, selected work. Among those are of course David M Bowers (US), Michael Hiep (NL), Gil Bruvel (US), Patrick Woodroffe (GB), Mark Wilkinson (GB), Micha Lobi (RUS) and many, many more from all over the world.
Collage is one of the most popular and pervasive of all art-forms, yet this is the first historical survey book ever published on the subject. Featuring over 200 works, ranging from the 1500s to the present day, it offers an entirely new approach. Hitherto, collage has been presented as a twentieth-century phenomenon, linked in particular to Pablo Picasso and Cubism in the years just before the First World War. In Cut and Paste: 400 Years of Collage, we trace its origins back to books and prints of the 1500s, through to the boom in popularity of scrapbooks and do-it-yourself collage during the Victorian period, and then through Cubism, Futurism, Dada and Surrealism. Collage became the technique of choice in the 1960s and 1970s for anti-establishment protest, and in the present day is used by millions of us through digital devices. The definition of collage employed here is a broad one, encompassing cut-and-pasted paper, photography, patchwork, film and digital technology and ranging from work by professionals to unknown makers, amateurs and children. Published to accompany an exhibition at the National Gallery of Scotland, June-October 2019.
Jose Guadalupe Posada (1852-1913), a Mexican graphic artist, lived during one of Mexico's most chaotic times. The graphic illustrations he produced for the 'broadsheets', the tabloids of the day, distributed on the streets of Mexico City became icons of Revolutionary Mexico, portraying murder, suicides, robberies, and disasters endured by the citizens, especially the Mestizo, of Mexico City.
The Art of Destiny showcases the stunning art and design behind one of the most exciting franchises in gaming today. From the mysterious dunes of Mars to the jungles of Venus and the abandoned aerospace installations on the Moon, Destiny takes players across the ancient ruins of our solar system on their quest to defend Earth's last city and become legend. To build this expansive universe, the team at Bungie drew from a multitude of inspirations--from classic fantasy and science fiction worlds, the myth-meets-technology adventure of space operas, and the ornate design of medieval drapery juxtaposed with modern architecture--all of which combine to create a world uniquely imagined down to the smallest detail. The Art of Destiny is a celebration of the dynamic art at the heart of the game, featuring hundreds of pieces of concept illustrations, cinematic imagery, early sketches, and world-building graphic design. Covering the meticulous artistic development behind each class, vehicle, weapon, and environment, this lush and comprehensive overview explores the game's sweeping world, grand scope, and vibrant visuals. (c) 2014 Bungie, Inc. All rights reserved. Destiny, Bungie, and the Bungie logo are trademarks of Bungie, Inc. in the US and/or other countries.
From the latter part of the 19th century there was a fever of experiment resulting in the development of what were to become brand-named beauty products. Some manufacturers were generally interested in producing 'healthy' products that could beautify without harming; others were chancers climbing on the band wagon. Most beauty product manufacturers started with one or two specialised products - for the hair or nails or skin - but eventually all involved in the beauty industry seemed to be selling everything - from lipsticks to false eye lashes; minnows in the industry were swallowed up by whales. Advertising for beauty products moved with social trends - from flapper girl to Carnaby Street Twiggy lookalikes. Gullible consumers were offered solutions to achieving their dreams - to look forever young, to attract attention, to land Mr. or Mrs. Right. Sellers of Dreams charts the advertiser's skills in promising dreams would come true.
The worlds of Peter Parker and Spider-Man collide in the action-packed Marvel's Spider-Man videogame exclusively on the PS4. Marvel's Spider-Man: The Art of the Game is packed with hundreds of exclusive full-colour images of Spider-Man, his suit and equipment, the allies he relies on like MJ Watson and Aunt May, and the deadly villains he battles. This wealth of material is accompanied by exclusive insight into the creative process from the talented developers, artists, and designers responsible for bringing Spider-Man's world to vivid life.
This box of postcards representing Disney's modern classics collects concept art-many pieces never before published-and final frames from ten iconic films made since Disney's renaissance in the 1990s, spanning from The Little Mermaid in 1989 to Big Hero 6 in 2014. Copyright (c)2015 Disney Enterprises, Inc. All rights reserved.
Doré's sympathy to Cervantes' satire was so complete that, of numerous interpretations by many artists, his has become standard. Here are 190 wood-engraved plates, 120 full-page: charging the windmill, traversing Spanish plains, valleys, mountains, ghostly visions of dragons, knights, flaming lake. Marvelous detail, minutiae, accurate costumes, architecture, enchantment, pathos, humor. Captions.
Paper Jewels is the story of postcards during the Raj, and covers India, Pakistan, Sri Lanka and Burma. It is the first book on the subject and contains some of the most beautiful and popular postcards telling the stories of the first postcard publishers between 1892 and 1947. The essays cover the major cities and regions important to postcard publishing and the key themes-from dancers to religion, to tea, soap, famines, fakirs, humour and warfare. The volume uncovers such gems as the early postcards of the great Indian painter M V Dhurandhar and the Ravi Varma Press, the exceptional work of an early Austrian lithographer in Kolkata and a German one in Mumbai. Many of the images in the book have never been published since their first runs a century ago.
From posters to cars, design is everywhere. While we often discuss the aesthetics of design, we don't always dig deeper to unearth the ways design can overtly, and covertly, convince us of a certain way of thinking. How Design Makes Us Think collects hundreds of examples across graphic design, product design, industrial design, and architecture to illustrate how design can inspire, provoke, amuse, anger, or reassure us. Graphic designer Sean Adams walks us through the power of design to attract attention and convey meaning. The book delves into the sociological, psychological, and historical reasons for our responses to design, offering practitioners and clients alike a new appreciation of their responsibility to create design with the best intentions. How Design Makes Us Think is an essential read for designers, advertisers, marketing professionals, and anyone who wants to understand how the design around us makes us think, feel, and do things.
In clear and easy-to-follow steps, this highly effective textbook
sets out everything that students need to know to produce competent
and visually exciting illustrations. It is suitable both for class
use and self-teaching, and shows how to create lively fashion
illustrations of men, women and children.
The definitive and sumptuous biography of the one of the world's most collectible illustrators contains a richly detailed account of his life along with beautifully enchanting pictures Examining the work of the illustrator Arthur Rackham, this monograph traces his achievements throughout his illustrious career. Rackham's illustrations for such works as "Alice in Wonderland," "A Midsummer Night's Dream," "Peter Pan in Kensington Gardens," and "Rip Van Winkle" have attained the classic status of the writings themselves--and indeed, in some cases, they have become synonymous with them. His works were also included in numerous exhibitions in his lifetime, including one at the Louvre in Paris in 1914. Rackham himself, however, has previously remained a shadowy figure. As well as featuring exquisite illustrations and sketches, extracts from Rackham's correspondence and insightful commentary shed new light on this much-collected illustrator.
The illustrations of Brian Cook from the 1930s, 1940s and 1950s have become iconic. His heightened use of colour, in a flat colour poster style, is much imitated, but never surpassed. His jacket covers for the Batsford series of books that celebrated British life are now very collectable. This collection of his best work is a beautiful publication that should be enjoyed not only by collectors but all lovers of good design and illustration. Brian Cook describes his working processes, the then-new printing process that allowed him to pioneer his characteristic bold colours, and the design principles and practical methods of his craft. A stunning book for designers.
In a contemporary and ever-changing society, 'the visual' has become a dynamic element that traverse all parts of current life all over the world - what in this book series is termed transvisuality. The present book is volume 3, which attempts to study the visual as it comes about: through the dynamic involvement in all sorts of articulations. The topics are in all volumes covered by introductions bring everything together under the new theme of transvisuality: the notion of visual as a cultural practice and constant dynamic that knows no representational limits and no framings. In this volume, the visual is seen as dynamic new and nonrepresentational matter - a 'flesh' which is researched from the particular vantage points of design of the visual and branding of the visual. In dialogue with radical new theories of the present, non-representational theory and new materialism, design and branding are surveyed from the viewpoint of business research, design studies, cultural studies, and practice - all focused on the visual. Topics covered are fashion blogging, DIY, Junk Space, handmade signage and public spaces in New Delhi, city branding, dance festivals and youtubing, visual branding in China and Multi-Sensory Retrieval Methods.
Focusing on the noteworthy Armenian symbolist, this volume demonstrates how Daron Mouradian stretches the boundaries of reality to the breaking point. His gloriously surreal canvases are reviewed, bursting with color and activity, and the study reveals how he is armed with a hallucinogenic mind as well as gifted with the technical proficiency of Daniel Merriam and Michael Parkes. From swarthy gypsies battling flying fish to Rubenesque ladies balancing atop dachshunds, this collection showcases fine art, happy humor, and an appropriate amount of madness combined into one artist's imagination.
Vices or virtues: drinking and smoking provided marketers with products to be forged into visual feasts. In this lush compendium of advertisements, we explore how depictions of these commodities spanned from the elegant to the offbeat, revealing how manufacturers prodded their customers throughout the 20th century to imbibe and inhale. Each era's alcohol and tobacco trends are exuberantly captured page after page, with brand images woven into American popular culture so effectively that almost anyone could identify such icons as the Marlboro Man or Spuds MacKenzie, figures so familiar they could appear in ads without the product itself. Other advertisers devised clever and subliminal approaches to selling their wares, as the wildly successful Absolut campaign confirmed. Even doctors contributed to a perverse version of propaganda, testifying that smoking could calm your nerves and soothe your throat, while hailing liquor as an elixir capable of bringing social success. Whether you savor these visual delights, or enjoy inhaling and wallowing in forbidden pleasures, you will certainly be thrilled by this exploration of a decidedly vibrant-and sometimes controversial-chapter of advertising history. About the series TASCHEN is 40! Since we started our work as cultural archaeologists in 1980, TASCHEN has become synonymous with accessible publishing, helping bookworms around the world curate their own library of art, anthropology, and aphrodisia at an unbeatable price. Today we celebrate 40 years of incredible books by staying true to our company credo. The 40 series presents new editions of some of the stars of our program-now more compact, friendly in price, and still realized with the same commitment to impeccable production.
"Lift Off" presents personal and professional works by Scott Robertson, Program Director of the Entertainment Design major at Art Center College of Design. This book features the following chapters: Airships, Spacecraft, Aircraft, Lefty Sketches, Hovercraft, Original 'Card Collection' and selected work from the conceptual design of vehicles for the video games "Field Commander" and "Spy Hunter 2".
In Graphic Storytelling and Visual Narrative, Will Eisner one of the most influential comic artists of the twentieth century lays out the fundamentals of storytelling and their application in the comic book and graphic novel. In a work that will prove invaluable for comic artists and filmmakers, Eisner reveals how to construct a story and the basics of crafting a visual narrative. Filled with examples from Eisner's work as well as that of artists like Art Spiegelman and R. Crumb, this essential work covers everything from the fine points of graphic storytelling to the big picture of the medium, including how to: Combine words and images into seamless storytelling. Wield images like narrative tools. Master different types of comic book stories. Write and illustrate effective dialogue. Develop ideas that can be turned into dynamic stories. "
From the Los Angeles riots to the Columbine High School massacre, Americans witnessed events and purchased items that reflected the best and worst of the decade. Bill Clinton's presidency was in jeopardy, the digital age had erupted, and Silicon Valley was affecting everyone on the planet. Meanwhile nudity and sex ruled the pages of magazines, selling everything from haute couture to fragrances and microwave ovens. Nirvana entertained Generation X while the "Greatest Generation" considered purchasing a Probe and something called a Hummer. Super Soakers and the game consoles Game Boy and PlayStation were the new toys, as Super Mario World, Gran Turismo, and Sonic the Hedgehog were warping the minds of young people everywhere. Luxury brands were in demand: shoppers coveted a Gucci bag, a Louis Vuitton tote, a Hermes scarf, or a Prada frock. TWA and Continental Airlines still flew the airways and Volkswagen reimagined the Beetle. It was a decade that seemed safely benign, but was jammed with events and consumption on a grand scale, setting the stage for the 21st century. Featuring six chapters that cover a range of advertising, from food and fashion to entertainment and cars, a Desert Storm's worth of advertising highlights makes All-American Ads of the '90s a must-have compendium for every Beanie Babies-collecting, Simpsons-watching, pog-hoarding, and Harry Potter-loving citizen of 1990s consumerism.
Technical drawings of all the major ships and vehicles from the Alien movies, presented in incredible detail. Includes iconic spacecraft like the Nostromo, the Sulaco and the Covenant. Alien: The Blueprints is a collection of brand new blueprints of all the major vehicles, ships and technology of the Alien movie universe. Artist Graham Langridge delves deep into the concept art, set designs and photography to recreate full and accurate blueprints of the drop ship, the Sulaco, the Nostromo and many more. Covering all the movies including Prometheus and Alien: Covenant, this is a must-have for any Alien fan. * Large-format pages reveal these technical drawings in breathtaking detail. * Gatefold pages allow for large vessels like the Sulaco and the Covenant to be shown at a greater size. * Includes the Covenant, the lander and the cargo lifter from Alien: Covenant
An irresistible collection of artwork and 140 peelable stickers from
iconic brands including Chocolate, Almost and HUF, this is a must-have
for skate fans.
Rockwell's famous Saturday Evening Post covers, the four Freedoms he painted during the years of World War II, his depictions of American towns, families, and traditions are all represented in this enchanting volume. They offer a picture of America that we hold dear, representing a world of hope and humanity. Fred Bauer writes about Rockwell's message of optimism and the artist's faith in America and its people in a forthright and sympathetic text complemented by numerous Rockwell favorites in all their warmth and color. Bauer visits Stockbridge, Massachusetts, and Arlington, Vermont, talking to the people who lived with Rockwell and posed for his anecdotal pictures, the people about whom the artist said, "If you are interested in the characters you draw and understand them and love them, why, the people who see your pictures are bound to feel the same way." This lovely book enables us to partake once again of that unique love and understanding that Norman Rockwell still communicates to America.
Simple Pleasures presents the first major critical assessment of works by the artist Doris Lee (1904-1983). Lee was one of the most recognized artists in America during the 1930s and 40s, and was a leading figure in the Woodstock Artist's Colony. Her oeuvre reveals a remarkable ability to merge the reduction of abstraction with the appeal of the everyday. In so doing, she offers one of the very rare examples of a coherent visual identity that successfully bridged the various artistic "camps" that formed with the shift in the art world in the post-World War II era.Doris Lee exploded onto the national scene in 1935 when her painting Thanksgiving was awarded the Art Institute of Chicago's Logan Prize and instigated the Sanity in Art movement in protest. Two years later, her painting Catastrophe was purchased by the Metropolitan Museum of Art. Simple Pleasures explores this initial national recognition in the 1930s within the context of American Scene painting, and traces the artist's thematic interest in the simple objects and scenes of the everyday through her career. It also examines the influence of the rise in abstraction during the late 1940s and 1950s, and the particular way in which this abstraction found resonance with Lee's long-held interest in, and collections of, folk and non-western art. During this post-war period, Lee, like many of her American Scene colleagues, found lucrative work in the heyday of commercial advertising. Lee's commercial commissions for patrons such as American Tobacco Company, Life magazine, Abbott Laboratories, and Associated American Artists are especially compelling in both their populist accessibility and in their deceptively sophisticated abstraction. Sixty-five works by the artist span the 1930s through the 1960s and are comprised of paintings, drawings, prints, and commissioned commercial designs in fabric and pottery. Included are advertisements by companies that commissioned images from Lee, and photographs that contextualize the artist's work within the Woodstock artist's community. |
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