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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > General
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 15 is graced by revered artist Bobby Chiu and features a fascinating interview with Bobby's award-winning concept art studio, Imaginism. Industry professionals such as Klaus lighting artist Raquel Villanueva, Disney TV animator, Justin Rodrigues, and Art Director Tim Probert, of Aardman Nathan Love, share their art and invaluable knowledge with readers.
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.
This second edition of Writing for Animation, Comics, and Games expounds on the previous edition with more information on how to construct narratives for these three forms of visual storytelling media. Christy Marx's book offers an in-depth look into scriptwriting and how to break into each of the featured industries. The text goes into detail on visual storytelling: how to compose exterior storytelling (animation, games) and interior/exterior storytelling (comics and graphic novels); as well as considerations for non-linear videogames. The advice within these pages can be used to build a transmedia career across animation, comics, graphic novels, and videogames. Key Features An insider's perspective on career rules of the road on writing for comics, videogames, and animation Written for beginners and professionals alike A nuts-and-bolts guide to script formats, terminology, networking, and valuable advice on writing for each medium Author Bio Based in Northern California, Christy Marx is an award-winning writer, story editor, TV series developer, game designer, and narrative designer. Her many credits include Babylon 5; Captain Power and Soldiers of the Future; The Twilight Zone; G.I. Joe; Jem and the Holograms; Spider-Man; He-Man; X-Men Evolution; Teenage Mutant Ninja Turtles; Conan the Adventurer; Birds of Prey; Amethyst; The Sisterhood of Steel; Sierra On-Line adventure games; PC, MMO, and console games; Zynga mobile games; and more. For full credits, visit www.christymarx.com.
Delve into the art of menswear illustration and learn what it takes to create professional, praiseworthy fashion sketches. With over 300 color examples, illustrator and educator Lamont O'Neal uses a mixture of watercolor, marker, pencil and digital tools to help you master fundamentals such as anatomy and proportion. Later chapters focus on garment drawing, the principles of balance and movement as well classic poses and how they can highlight a design. There's also a guide to the history of menswear illustration, with introductions to some of the most influential practitioners and discussion of how to develop your own individual style by using hand drawing as an expression of individual style and creativity. There are also reference photographs showing how sketches and illustrations relate to the finished garment, making this the ultimate guide to drawing and rendering the male fashion figure. Profiles: Cody Cannon, Carlos Aponte, Mengjie Di, Brian Lane, Ryan McMenamy, Emee Mathew, Francisco Cortes Key topics: Drawing the Male Fashion Figure, Movement, Drawing the Clothed Figure, Drawing the Garment, Rendering Techniques, Digital Art
Noma Bar's innovative, playful style has made him one of the most sought-after illustrators working today, with a broad range of commissions from magazines and newspapers - including Empire, the New York Times, Wired, the Guardian and Time Out - and numerous private and advertising clients. His use of negative space and minimalist forms creates images with multiple readings that can delight and shock in equal measure. Each of Bar's illustrations tells a story that is hidden in the details, with the message revealing itself as you look more closely. Noma Bar has handpicked his most iconic illustrations and favourite works, each one displaying the distinctive style that has established his reputation. The works are organized into thematic chapters such as `Pretty Ugly' (portraits), `In Out' (sex), `Life Death' (conflict), and `Less More' (daily life). Alongside the images, Bar reveals his working methods and the stories behind his often idiosyncratic inspiration for different illustrations, and reflects on how his life experiences have shaped him as an artist. As a collection, the whole is much greater than the sum of these many, many-layered parts. It is destined to become a must-have reference source for all professionals in the worlds of graphic design and illustration, while also being an enthralling treasury for any follower of visual and popular culture. This limited, slipcased edition includes an exclusive screen print. One copy in this release of 1000 copies contains a one-of-a-kind gold-leaf print.
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.
40 beautiful designs by one of Victorian era's most influential designers. Modestly priced, copyright-free collection of richly detailed patterns, faithfully reproduced from rare 1890s publication. Superb designs for wallpapers, chintzes, velveteens, tapestries, tiles, carpets, more.
Charting the glorious decade that spans "Halo: Combat Evolved" to
"Halo: Reach," "Halo: The Great Journey" is a lavish and
spectacular review of ten years of groundbreaking game art brought
together in one place as never before.
Lara Croft returns, desperate for answers - and seeking a hidden truth. The Art of Rise of the Tomb Raider takes readers on an all-access journey for the latest instalment in the critically and commercially acclaimed Tomb Raider franchise. Featuring concept art, 3D renders, sketches and more, accompanied by detailed developer commentary, this book showcases the amazing characters and locations found on Lara's continuing adventures.
Painter and illustrator Edward Bawden's five scrapbooks, assembled over a period of more than 55 years, contain everything from stamps, photographs, cigarette cards, Christmas cards and letters to newspaper cuttings, drawings and autographs, amongst other fascinating ephemera. Beautifully designed and illustrated with over 250 images taken from these books, Edward Bawden Scrapbooks reveals this wonderful and at times eccentric collection and provides a new insight into one of the most popular artists of 20th-century Britain. The pages illustrated provide an alternative window into Bawden's world, showing his very conscious awareness of both Surrealism and the work of other contemporary designers and typographers. But it is not only aficionados of Bawden who will be beguiled by these scrapbooks: perusing them is like trawling through an almanac of art, design and literature of the inter- and post-war years and the work of other key artists of the era such as Ben Nicholson, David Jones, Evelyn Dunbar, Eric Ravilious and Hugh Casson also appears. Some pages are beautiful, some instructive and others simply baffling but when taken in conjunction with Bawden's watercolours, prints, illustrations, murals and other designs, the scrapbooks are the closest thing we have to an autobiography of one of the 20th-century's most reclusive and English of artists.
This gorgeous, fully illustrated handbook tells the story of
sketchnotes--why and how you can use them to capture your thinking
visually, remember key information more clearly, and share what
you've captured with others. Author Mike Rohde shows you how to
incorporate sketchnoting techniques into your note-taking
process--regardless of your artistic abilities--to help you better
process the information that you are hearing and seeing through
drawing, and to actually have fun taking notes.
The wit, humanity, and many-sided talent of Norman Rockwell (1894-1978) are on full display in his classic autobiography. Rockwell's New York City boyhood, his apprentice days at the Art Students League, his first fateful visit to the Saturday Evening Post, his adventures abroad, his move to rural Vermont - all are recounted with a mix of sharp observation and self-deprecating humor. Throughout Rockwell invites the reader into his artistic process: he introduces his favourite models, candidly reveals his biggest flops, and documents the creation of a Post cover step by step. This Definitive Edition restores the original 1960 text of My Adventures as an Illustrator, as well as the playful vignettes that Rockwell drew to head each chapter. Thanks to a massive image digitisation effort undertaken by the Norman Rockwell Museum, it is also illustrated with more than 150 of Rockwell's paintings and drawings, many of which highlight lesser-known aspects of his work. A new introduction by the artist's granddaughter Abigail Rockwell adds reference value, as do an illustrated chronology and an annotated bibliography prepared by the staff of the Norman Rockwell Museum. This attractive volume will be the essential source on the life of Norman Rockwell, and delightful reading for anyone who enjoys his art. Plus, its publication coincided with a major exhibition at the Norman Rockwell Museum in 2019 concerning the autobiographical elements in the artist's work (Norman Rockwell: Private Moments for the Masses).
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.
Published soon after his untimely death, this spirited memoir of the artist and illustrator Randolph Caldecott (1846-1886) will appeal as much for its value as a portrait composed by a close acquaintance, as for the many drawings it contains. Written by Henry Blackburn (the editor of the London Society, 'an illustrated magazine of light and amusing literature' to which Caldecott contributed a number of drawings), it uses a style similar to that of Caldecott himself, who often peppered his papers, personal letters to family and friends, and even official documents with small sketches. These would take as their subject some humorous remark, or simply illustrate the content of the text. Beyond illustration (in which he was highly successful) Caldecott had a varied career as a sculptor and oil painter (exhibiting at the Royal Academy) and as a watercolourist, being elected to the Royal Institute of Watercolour Painting in 1872.
A sumptuous, illustrated guide to the symbolism of heavy metal, told through 300 of its greatest album covers Metal music has consistently offered some of the most gnarly artwork to accompany it's equally hardcore music, this book is a celebration of just that! More than any other genre of music, metal is steeped in a rich world of symbolism. From death and the devil to mythology and fantasy, its record covers are awash with iconography that carries a complex deeper meaning. In Codex Metallum, more than 80 of these visual themes are explored and explained, accompanied by 300 of metal's most incredible album covers, including Slipknot, Marilyn Manson, Motoerhead, Black Sabbath, Rammstein and more. With bespoke illustrations from Rammstein collaborators Fortifem, this unique guide decodes the genre's imagery, ranging from serpents and demons to sigils, castles, zombies, dragons and more. Packaged in a stunning leather-effect case with foil finishes, Codex Metallum is a beautiful object in its own right, and essential reading for any metalhead.
Andrew Scrivani, food photographer for The New York Times, is one of the most respected names in the business. He is also a teacher of the craft, advising food porn obsessives, bloggers, photographers ready for the next step and anyone who loves to shoot and eat how to: see the light (craft and shape it the way you want); embrace the maths (calculate ISO, aperture, shutter speed and white balance); consider visual storytelling (single vs. multiple image narratives); master tricks for shooting in restaurants (window, bounce cards); be a control freak (shop, prep, cook, style and shoot) and turn passion into profit (work and get paid). Part straight-forward practical advice, part stories from the field with many of Scrivani's signature pictures, this book really will make you hungry.
This is a comprehensive, hands-on guide to learning the basic drawing skills needed to successfully create video game art. "Drawing Basics for Video Game Art" demonstrates how fine art principles like drawing skills, anatomy, values and lighting and colour all apply to the creation of artwork for video games. The book features artwork from such hit video games as "Halo Reach", "Zelda", "Super Mario Galaxy 2", "World of Warcraft", "Grand Theft Auto", "Heavy Rain" and "Little Big Planet". Included are examples of classic to contemporary fine art in order to further show the reader the same basic principles still apply to all art forms and that video game art is very much still art.
"Stunning in its visual display of information, intuitive in its navigation, and generous in every single way, the design of New West rewards the reader page after page. The printing is absolutely incredible, using the art of vintage linen postcards to create a textured, color-saturated vision of the American West that is both old and new at once. The harmony between the vision for the design and the technical aspects of the production is a beautiful thing to behold." -- GOLD winner of the PubWest Book Design Awards The Mid-Century Linen Post Card, recognized for its color-saturated hues and textured finish, evolved as a rare hybrid of the mediums of photography, painting, and mass printing. New West, a comprehensive publication of this popular artform, explores the evolution of the American West through these vibrant and compelling images. The American West is renowned for its unique and spectacular natural scenery. While early images depicting vast expanses of unsettled land still persist, today, contemporary westerners are far more likely to live in cities than in the wild. New West celebrates the pre-existing geography of the landscape, as well as its high-speed transformation to suit man's need for growth, commerce, transportation, entertainment, arts, education, and public life. Examined through the lens of four waves of innovation; steam, steel, oil, and information, this book also asks the ultimate question of any exploration of history: what innovation is next?
Published to celebrate the life of Mike Peyton, 'the world's greatest yachting cartoonist', this second edition features personal tributes from some 12 other successful and well-known sailors (including Sir Robin Knox-Johnston, Sir Ben Ainslie and Tom Cunliffe). They all recognise Mike's observational talent and comment on how sailors see themselves (or their friends) in his cartoons. Along with 80 of his incomparable cartoons, Mike Peyton recounts how he became a yachting cartoonist and his fifty years of sailing. So as well as chuckling at the cartoons themselves there is the opportunity to learn from Peyton's 50 years of experience of sailing different boats, meeting a variety of sailors, and getting into - and out of - some truly hilarious situations.
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.
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