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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art
In the immediate aftermath of the Revolutionary War, only the
wealthiest Americans could afford to enjoy illustrated books and
prints. But, by the end of the next century, it was commonplace for
publishers to load their books with reproductions of fine art and
beautiful new commissions from amateur and professional artists.
Georgia Brady Barnhill, an expert on the visual culture of this
period, explains the costs and risks that publishers faced as they
brought about the transition from a sparse visual culture to a rich
one. Establishing new practices and investing in new technologies
to enhance works of fiction and poetry, bookmakers worked closely
with skilled draftsmen, engravers, and printers to reach an
increasingly literate and discriminating American middle class.
Barnhill argues that while scholars have largely overlooked the
efforts of early American illustrators, the works of art that they
produced impacted readers' understandings of the texts they
encountered, and greatly enriched the nation's cultural life.
An aspiring young creator learns the fundamentals of visual
storytelling from three comic book mentors in this charming
illustrated tale-a graphic novel that teaches you how to turn your
stories into comics! Acclaimed illustrator and graphic novelist
Mark Crilley returns with a new approach to learning the essential
elements of making comics. Using the same comics-style art
instruction as in The Drawing Lesson, The Comic Book Lesson follows
the story of Emily, an enthusiastic young comics fan and aspiring
creator who has a story she needs to tell. On her quest to turn her
story into a comic book, Emily visits her comic book shop and local
comics convention, where she meets three mentors. Trudy, a high
school student working on comics of her own, teaches Emily how to
create expressive characters and how art can convey action and
suspense. Madeline, a self-published manga artist, teaches Emily
how to use panel composition and layout to tell a story visually
and how to develop a comic from script to sketch to finished pages.
Sophie, a professional graphic novelist, guides Emily through
fine-tuning the details of dialogue, sequence, and pacing to lead
readers through the story. The Comic Book Lesson blends these
teaching moments into a sweet, clever, and poignant story that
reveals why Emily is so driven to create her comic book. Each
lesson builds off the previous information and skills presented,
and the sequential art format provides the perfect vehicle for
step-by-step instruction. This book also includes practise
exercises to help readers develop their own comic book skills.
If you have always wanted to draw manga but weren't sure how to
begin, this fun and simple step-by-step book will help kick-start
your comic-drawing journey. Learn how to draw boys, girls and
creatures (ordinary and extraordinary) in the manga style. Starting
with basic shapes, professional manga artist Yishan Li shows how
easy it is to turn circles, rectangles, squares and ovals into
teens, kids, witches, wizards, monsters, animals and much more.
Professional manga art from well-known comic creator Yishan Li Over
130 step-by-step drawings Easy method with great results
244 representations, symbols, and manuscript pages of devils and death from Ancient Egypt to 1913. Fascinating graphics depict demons, witches and warlocks, the Danse Macabre, Hell and Damnation, the Art of Dying, more. Works by Dürer, Cranach, Holbein, Rembrandt, others.
This inspiring book provides a detailed guide to drawing, colouring
and manipulating your own digital cartoons. It is packed full with
professional advice, fantastic examples and practical step-by-step
techniques showing how to create amazing characters and worlds. The
book begins by introducing the essential equipment and types of
computer software needed. A useful guide to digital techniques
follows, which explains how to colour a scanned image, how to
combine different media, add speech bubbles and much more. The main
section features a range of projects that offer the opportunity to
practice the techniques, and produce a variety of cartoon styles,
such as graphic novel, manga, and science fiction. There are over
200 amazing drawings and 70 step-by-step exercises which show the
artist how to build and develop their skills and also to polish
their existing abilitiesand gives hope to endless visual
possibilities.
In "Persepolis," heralded by the "Los Angeles Times" as "one of the
freshest and most original memoirs of our day," Marjane Satrapi
dazzled us with her heartrending memoir-in-comic-strips about
growing up in Iran during the Islamic Revolution. Here is the
continuation of her fascinating story.
In 1984, Marjane flees fundamentalism and the war with Iraq to
begin a new life in Vienna. Once there, she faces the trials of
adolescence far from her friends and family, and while she soon
carves out a place for herself among a group of fellow outsiders,
she continues to struggle for a sense of belonging.
Finding that she misses her home more than she can stand, Marjane
returns to Iran after graduation. Her difficult homecoming forces
her to confront the changes both she and her country have undergone
in her absence and her shame at what she perceives as her failure
in Austria. Marjane allows her past to weigh heavily on her until
she finds some like-minded friends, falls in love, and begins
studying art at a university. However, the repression and
state-sanctioned chauvinism eventually lead her to question whether
she can have a future in Iran.
As funny and poignant as its predecessor, "Persepolis 2" is another
clear-eyed and searing condemnation of the human cost of
fundamentalism. In its depiction of the struggles of growing
up--here compounded by Marjane's status as an outsider both abroad
and at home--it is raw, honest, and incredibly illuminating.
Extending the Book introduces the largely-forgotten art of
extra-illustration -- individually adding portraits or other
illustrations to published books -- and explores what this
personalized form of book design reveals about the history of
reading.--It includes a brief introduction to the concept of
designing and creating a unique book by adding external material
and an overview of the phenomenon's history and its heyday in the
later eighteenth and nineteenth centuries. The works of Shakespeare
-- the most popular single author for extra-illustration --
exemplify the practice as it changed over time.--From the
beginning, extra-illustrators had to defend the "exquisite
handicraft" (in the words of an 1890 proponent) against accusations
of "breaking up a good book to illustrate a worse one" (in the
words of an 1892 critic). This book examines the art and the
practice of extra-illustration, from crudely altered books to
beautiful new creations.-
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).
Laura Brouwers--widely known as Instagram sensation @Cyarine--has
created her first book to share with her fans and aspiring artists.
In Expedition Sketchbook: Inspiration and Skills for Your Artistic
Journey, Laura takes readers through techniques that build better a
better artist. In a fun and easy-to-follow manner, each page is
full of inspiration to help every reader improve their own art.
Expedition Sketchbook includes: - All forms of sketches, drawings,
and doodles - Practice drills to sharpen technique - Projects and
challenges to hone skills - Tips to cultivate your own personal
style - Guides for use of materials Laura's personal story is one
of triumph and perseverance. At a young age, she was diagnosed with
Asperger's and autism, and told she would likely never be able to
live on her own or find success in a professional career. Years of
hard work, determination, and dedication to her craft has proven
the opposite. In Expedition Sketchbook, Laura shares her challenges
and all she has overcome to become the influencer and artistic
phenomenon she is today.
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.
Discover the world of Labyrinth in this guide to the wondrous
creatures of the Goblin King's realm, featuring illustrations by
acclaimed artist Iris Compiet. From Ludo to Sir Didymus, to the
Goblin King's legion of mischievous minions, Jim Henson's Labyrinth
is packed with wondrous beings and chaotic critters. For the first
time, Jim Henson's Labyrinth: Bestiary - A Definitive Guide to the
Goblin King's Realm brings their world to life. Exploring the
nature and behavior of each creature through original illustrations
and insightful text, this is a must-have book for fans of
Labyrinth, Jim Henson, and the fantasy genre. - ALL-NEW LABYRINTH
ART: Experience the world of Labyrinth in a whole new way through
the stunning art of acclaimed illustrator Iris Compiet (The Dark
Crystal Bestiary: The Definitive Guide to the Creatures of Thra). -
DISCOVER THE CREATURES OF LABYRINTH: This book features an in-depth
look at every creature from the world of Labyrinth, covering the
beloved 1986 movie as well as the wider world of the Goblin King's
realm, including the hit comics and the original novelization. - AN
EPIC ADDITION TO YOUR HOME LIBRARY: A gorgeous volume filled with
incredible artwork, Jim Henson's Labyrinth: Bestiary is the
definitive tribute to the fantastical creatures of this much-loved
classic.
"Posters for Change is the kind of project that the world needs
right now." - Shepard Fairey Make your voice heard with this
collection of 50 tear-out posters created by designers from around
the globe! This collection of posters is made for-and by-people who
want to make their voices heard in a time of unprecedented
political activism and resistance. Stand up for: * Animal Rights *
Child Labor * Civil Rights * Climate Change and the Environment *
Gun Control * Health Care Access * Immigration * LGBTQ and Gender
Rights * Mass Incarceration * Public Arts * Voting Rights * Women's
Rights Proceeds will be donated to the following nonprofit
organizations: Advocates for Human Rights, Border Angels, Honor the
Earth, and the Sylvia Rivera Law Project. A foreword by Avram
Finkelstein, a designer for the AIDS art activist collective Gran
Fury, looks at the crucial role of graphic activism in the current
political climate.
Incorporating over 250 illustrations, this is the first
comprehensive study in English of French artist and caricaturist
George Ferdinand Bigot (1860-1927) who, during the last two decades
of the nineteenth century, was renowned in Japan but barely known
in his own country. Even today, examples of his cartoons appear in
Japanese school textbooks. Inspired by what he saw of Japanese
culture and way of life at the Paris Exposition Universelle in
1878, Bigot managed to find his way to Japan in 1882 and
immediately set about developing his career as an artist working in
pen and ink, watercolours and oils. He also quickly exploited his
talent as a highly skilled sketch artist and cartoonist. His output
was prodigious and included regular commissions from The Graphic
and various Japanese as well as French journals. He left Japan in
1899, never to return. The volume includes a full introduction of
the life, work and artistry of Bigot by Christian Polak, together
with an essay by Hugh Cortazzi on Charles Wirgman, publisher of
Japan Punch. Wirgman was Bigot's 'predecessor' and friend (he
launched his own satirical magazine Tobae in 1887, the year Japan
Punch closed). Georges Bigot and Japan also makes a valuable
contribution to Meiji Studies and the history of both Franco- and
Anglo-Japanese relations, as well as the role of art in modern
international relations.
The Cambridge History of the Graphic Novel provides the complete
history of the graphic novel from its origins in the nineteenth
century to its rise and startling success in the twentieth and
twenty-first century. It includes original discussion on the
current state of the graphic novel and analyzes how American,
European, Middle Eastern, and Japanese renditions have shaped the
field. Thirty-five leading scholars and historians unpack both
forgotten trajectories as well as the famous key episodes, and
explain how comics transitioned from being marketed as children's
entertainment. Essays address the masters of the form, including
Art Spiegelman, Alan Moore, and Marjane Satrapi, and reflect on
their publishing history as well as their social and political
effects. This ambitious history offers an extensive, detailed and
expansive scholarly account of the graphic novel, and will be a key
resource for scholars and students.
The etchings and wood-engravings of George Cruikshank (1792-1878)
recorded, commented on and satirised his times to such an extent
that they have frequently been used to represent the age.
Cruikshank, a popular artist in the propaganda war against
Napoleon, an ardent campaigner for Reform and Temperance, and the
foremost illustrator of such classics as "Grimms' Fairy Tales",
Scott's novels and Dicken's "Oliver Twist", is known for his
versatility, imagination, humour and incisive images. His long
life, marked by a ceaseless struggle to win recognition for his
art, intersected with the lives of many of Britain's important
political, social and cultural leaders. In this first volume of
Robert Patten's two-volume biography, which covers the artist's
Regency caricatures and early book illustrations, Patten
demonstrates the ways in which Cruikshank was, as his
contemporaries frequently declared, the Hogarth of the nineteenth
century. Having reviewed over 8,500 unpublished letters and most of
Cruikshank's 12,000 or more printed images, Patten gives a thorough
and reliable account of the artist's career. He puts Cruikshank's
achievement into a variety of larger contexts - publishing history,
political and cultural history, the traditions of figuration
practised by Cruikshank's contemporaries, and the literary and
social productions of nineteenth century Britain. This biography
provides both the general reader and the specialist with a wealth
of new information conveyed in lively, non-technical prose.
Patten's book contributes to current investigation of the rich
interactions between high art and low, texts and pictures, politics
and imagination. Also available in this series is: "Volume II:
1835-1878".
This trailblazing survey of an art form preferred by the masses was
the pioneer study of the subject. It shows the evolution and
subgenres of the comics from "The Yellow Kid" in 1895 through the
first decade of the modern comic book in the 1940s.
First published in 1947 and long out of print, this is
considered by diehard aficionados of the comics as the best book
ever written on the subject, and not just because it was the first.
In this far-reaching study Coulton Waugh set down information that
is now common lore, that the comics are revealing reflectors of
society. For general readers and scholars alike, this new edition
has a comprehensive index and an introduction by M. Thomas Inge,
the notable scholar of popular culture and author of "Comics as
Culture."
In The Secret Origins of Comics Studies, today's leading comics
scholars turn back a page to reveal the founding figures dedicated
to understanding comics art. Edited by comics scholars Matthew J.
Smith and Randy Duncan, this collection provides an in-depth study
of the individuals and institutions that have created and shaped
the field of Comics Studies over the past 75 years. From Coulton
Waugh to Wolfgang Fuchs, these influential historians, educators,
and theorists produced the foundational work and built the
institutions that inspired the recent surge in scholarly work in
this dynamic, interdisciplinary field. Sometimes scorned, often
underappreciated, these visionaries established a path followed by
subsequent generations of scholars in literary studies,
communication, art history, the social sciences, and more. Giving
not only credit where credit is due, this volume both offers an
authoritative account of the history of Comics Studies and also
helps move the field forward by being a valuable resource for
creating graduate student reading lists and the first stop for
anyone writing a comics-related literature review.
Charles Schulz, the most widely syndicated and beloved cartoonist
of all time, is also one of the most misunderstood figures in
popular culture. Now, acclaimed biographer David Michaelis gives us
the first full-length biography of Schulz: at once a creation
story, a portrait of a hidden genius, and a chronicle contrasting
the private man with the central role he played in shaping the
imagination of a generation and beyond. The son of a barber, Schulz
was born in Minnesota to modest, working class roots.In 1943, just
three days after his mother's tragic death from cancer, Schulz, a
private in the army, shipped out for boot camp and the war in
Europe. The sense of shock and separation never left him. And these
early experiences would shape his entire life. With "Peanuts",
Schulz embedded adult ideas in a world of small children to remind
the reader that character flaws and childhood wounds are with us
always. It was the central truth of his own life, that as the
adults we've become and as the children we always will be, we can
free ourselves, if only we can see the humor in the predicaments of
funny-looking kids. Schulz's "Peanuts" profoundly influenced
popular culture in the second half of the 20th century. But the
strip was anchored in the collective experience and hardships of
Schulz's generation-the generation that survived the Great
Depression and liberated Europe and the Pacific and came home to
build the postwar world.
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