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Books > Arts & Architecture > Industrial / commercial art & design > Graphic design
Discover the tips, tricks and techniques that really work for
concept artists, matte painters and animators. Compiled by the team
at 3dtotal.com, Digital Painting Techniques, Volume 1 offers
digital inspiration with hands-on insight and techniques from
professional digital artists. More than just a gallery book -
within Digital Painting Techniques each artist has written a
breakdown overview, with supporting imagery of how they made their
piece of work. Beginner and intermediate digital artists will be
inspired by the gallery style collection of the finest examples of
digital painting from world renowned digital artists. Start your
mentorship into the world of digital painting today with some of
the greatest digital artists in the world and delve into
professional digital painting techiques, such as speed painting,
custom brush creation and matte painting. Develop your digital
painting skills beyond the variety of free online digital painting
tutorials and apply the most up to date techniques to your digital
canvas with Digital Painting Techniques for Animators.
As students prepare to enter the world of work, there are many
decisions that they need to make about what type of career they
want: Freelancing? Working in a design agency? Setting up their own
business? They also need the practical advice about how to work
with clients, how to organize themselves, billing, etc. Through
interviews with people at all levels of design, the author provides
down to earth and straight forward information that is relevant to
today's students looking to start a career in design.
Digital technology has not only revolutionized the way designers
work, but also the kinds of designs they produce. The development
of the computer as a design environment has encouraged a new breed
of digital designer; keen to explore the unique creative potential
of the computer as an input/output device. Data-driven Graphic
Design introduces the creative potential of computational data and
how it can be used to inform and create everything from typography,
print and moving graphics to interactive design and physical
installations. Using code as a creative environment allows
designers to step outside the boundaries of commercial software
tools, and create a set of unique, digitally informed pieces of
work. The use of code offers a new way of thinking about and
creating design for the digital environment. Each chapter outlines
key concepts and techniques, before exploring a range of innovative
projects through case studies and interviews with the artists and
designers who created them. These provide an inspirational,
real-world context for every technique. Finally each chapter
concludes with a Code section, guiding you through the process of
experimenting with each technique yourself (with sample projects
and code examples using the popular Processing language supplied
online to get you started).
Intricate overall patterns based on hexagon, octagon, geometric figures, rosettes, etc. from traditional sources. 200 plates.
We're all familiar with smart TVs making suggestions on our future
watching, real-world exercise data being transferred into stats and
infographics on our workout apps and turning up our home heating
before we start our commute - but how does this world of
technological interfaces affect our actions and perceptions of
self?When society relies on computer models and their interfaces to
explain and predict everything from love to geopolitical conflicts,
our own behaviour and choices are artificially changed. Zachary
Kaiser explores the harmful social consequences of this idea -
balanced against speed and ease for the user - and how design
practice and education can respond positively. - Concepts of
freedom vs convenience - Smart objects and manipulation - Real
world information transformed into data - Technology's decisions
made on our behalf
Opera performances are often radically inventive. Composers'
revisions, singers' improvisations, and stage directors'
re-imaginings continually challenge our visions of canonical works.
But do they go far enough? This elegantly written, beautifully
concise book, spanning almost the entire history of opera,
reexamines attitudes toward some of our best-loved musical works.
It looks at opera's history of multiple visions and revisions and
asks a simple question: what exactly is opera? "Remaking the Song",
rich in imaginative answers, considers works by Handel, Mozart,
Donizetti, Verdi, Wagner, Puccini, and Berio in order to challenge
what many regard as sacroscant: the opera's musical text. Scholarly
tradition favors the idea of great operatic texts permanently
inscribed in the canon. Roger Parker, considering examples ranging
from Cecilia Bartoli's much-criticized insistence on using Mozart's
alternative arias in the "Marriage of Figaro" to Luciano Berio's
new ending to Puccini's unfinished "Turandot", argues that opera is
an inherently mutable form, and that all of us - performers,
listeners, scholars - should celebrate operatic revisions as a way
of opening works to contemporary needs and new pleasures.
As much as skills and styles matter when it comes to design, every visual begins with a fundamental element that can be enhanced or expanded into an aesthetically pleasing and meaningful piece of work. Whether they serve as simple points of focus or building blocks for complex patterns, these elements present countless possibilities when combined with purpose and principles like contrast, balance, rhythm, and white space.
Going back to basics, DOT, LINE, SHAPE is a comprehensive collection of projects that manifest the three elements in inspiring and ingenious ways to bring unique creative visions to life. No matter how trends or platforms change over time, they serve as timeless components that provide designers and artists around the world with infinite means of expression to make a lasting impact.
Award-winning artist and illustrator Sara Fanelli is one of the
world's foremost illustrators, renowned for her experimental
techniques that have spawned many imitators. Her unique
contribution to book illustration is evident in such memorable
books as "Dear Diary" ('one of the most extraordinary picture books
ever devised' - "The independent"; 'an eccentric masterpiece' -
"The Guardian"), "Mythological Monsters" ('a model of artistic
engagement' - "Kirkus Reviews") and "My Map Book" ('an exhilarating
and liberating book for all' - "The Guardian"). More recently she
illustrated "The New Faber Book of Children's Verse and Pinocchio"
(for the cover of which she was awarded first prize in the V&A
Illustration Awards). Fanelli's inspiration lies not only in the
visual arts but also in literature and the theatre. "Sometimes I
Think, Sometimes I Am" is a remarkable creation by the artist, in
which Fanelli takes the quotations and aphorisms that inspire her
work, from Dante and Goethe to Calvino and Beckett, and places them
in the context of a completely original artistic creation -
sketchbooks, collages, paintings and drawings - at the heart of
which lies a beautiful miniature book-within-a-book. The book opens
with a newly commissioned text from Steven Heller, while Marina
Warner introduces each of the five 'chapters' - 'Devils and
Angels', 'Love', 'Colour', 'Myth' and 'The Absurd' - that make up
this unique work. This is a book that will be enjoyed by anyone
alert to the possibilities of what a book can be. It will be
treasured, collected and marvelled at for years to come.
Applicable to a wide spectrum of design activity, this book offers
an ideal first step, clearly explaining fundamental concepts and
methods to apply when designing for the user experience. Covering
essential topics from user research and experience design to
aesthetics, standards and prototyping, User Experience Design
explains why user-centered methods are now essential to ensuring
the success of a wide range of design projects. This second edition
includes important new topics including; digital service standards,
onboarding and scenario mapping. There are now 12 hands-on
activities designed to help you start exploring basic UX tasks such
as visualising the user journey and recognising user interface
patterns. Filled with straightforward explanations and examples
from around the world, this book is an essential primer for
students and non-designers needing an introduction to contemporary
UX thinking and common approaches. Designed specifically for
newcomers to UX Design, the companion website offers extra material
for hands-on activities, templates, industry interviews,
contributor notes and sources of guidance for those seeking to
start a career in the industry.
This book is available as open access through the Bloomsbury Open
Access programme and is available on www.bloomsburycollections.com.
Over the past half century, computing has profoundly altered the
ways stories are imagined and told. Immersive, narrative, and
database technologies transform creative practices and hybrid
spaces revealing and concealing the most fundamental acts of human
invention: making stories. The Digital Imaginary illuminates these
changes by bringing leading North American and European writers,
artists and scholars, like Sharon Daniel, Stuart Moulthrop, Nick
Montfort, Kate Pullinger and Geof Bowker, to engage in discussion
about how new forms and structures change the creative process.
Through interviews, commentaries and meta-commentaries, this book
brings fresh insight into the creative process from differing,
disciplinary perspectives, provoking questions for makers and
readers about meaning, interpretation and utterance. The Digital
Imaginary will be an indispensable volume for anyone seeking to
understand the impact of digital technology on contemporary
culture, including storymakers, educators, curators, critics,
readers and artists, alike.
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