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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art
When watching a masterful sketcher, it seems that they create
elaborate sketches with ease, tracing their pencils on the page and
bringing to life rich and detailed drawings. After sweating away
hours trying to create a simple sketch, you may find that yours
pales in comparison, looking amateurish and unprofessional. Why is
it that you can't do what these 'masters' can? While many assume
the difference comes down to accurate strokes and natural talent,
you couldn't be further from the truth. Accuracy is not everything
- confidence is. And, in this book, Hlavacs helps you to build up
your confidence, moving through each layer of drawing and helping
you understand exactly why one drawing looks more professional than
another. This book breaks down the fear around sketching, walking
you through how to create intricate sketches without difficulty. No
other book teaches sketching in such a natural way, allowing anyone
- no matter levels of talent or their past in drawing - to learn
how to make this beautiful skill an intuitive process. Hlavacs
demonstrates sketching as a pathway of logical steps, starting with
the most basic elements and then adding further layers to the
sketches as the book progresses. With a range of exercises to move
through and pages filled with the psychology of why humans are
drawn to certain sketches over others, this book will turn you into
the master you've always admired. Instead of aiming for perfection,
Hlavacs teaches you how to draw emotionally, using confidence in
place of skill and understanding in place of talent. No matter who
you are, The Exceptionally Simple Theory of Sketching will give you
rules and demonstrations that will turn every sketch you create
into a masterpiece.
In Logomotive Ian Logan's photographs are assembled into chapters
and picture essays recalling the great days of lines such as the
Santa Fe, the Union Pacific, and the Kansas City Southern. Some of
his journeys are presented as travelogues in which he meets the Fat
Controller, gets to sound the horn, and wanders into freight yards
to see the last generation of streamline locomotives rusting amid
the weeds. Animal motifs, Native American allusions, advertising
slogans, names of famous trains such as the Super Chief and the
Wabash Cannonball provide the subject matter for other picture
features.
The first look at the philosophy behind the "Captain America"
comics and movies, publishing in advance of the movie release of
"Captain America: The Winter Solider" in April 2014.
In "The Virtues of Captain America," philosopher and long-time
comics fan Mark D. White argues that the core principles,
compassion, and judgment exhibited by the 1940's comic book
character Captain America remain relevant to the modern world.
Simply put, "Cap" embodies many of the classical virtues that have
been important to us since the days of the ancient Greeks: honesty,
courage, loyalty, perseverance, and, perhaps most importantly,
honor. Full of entertaining examples from more than 50 years of
comic books, White offers some serious philosophical discussions of
everyone's favorite patriot in a light-hearted and accessible
way.Presents serious arguments on the virtues of Captain America
while being written in a light-hearted and often humorous
toneIntroduces basic concepts in moral and political philosophy to
the general readerUtilizes examples from 50 years of comics
featuring Captain America, the Avengers, and other Marvel
superheroesAffirms the value of "old-fashioned" virtues for the
modern world without indulging in nostalgia for times long
passedReveals the importance of the sound principles that America
was founded uponPublishing in advance of "Captain America: The
Winter Soldier "out in April 2014.
The ultimate guide to creating the most popular form of
manga--shoujo
If you're reading this, you already love shoujo. But now you'll be
able to take the next step and actually write and draw your very
own. The teen characters that populate the genre are outrageously
cool, including magical girls, demon gals, cat girls, J-rockers,
handsome teen boys, Goth boys, and the increasingly popular elegant
older young men that shoujo fans adore.
No one can top Christopher Hart in helping you learn some
fundamental art techniques that will bring shoujo characters, which
are more realistic and less cartoon-like than other styles of
manga, to life. His drawings in this book reflect the coolest and
latest style Tokyo has to offer, and the easy-to-follow steps are
designed for the beginner.
From coloring to character development, "Manga for The
Beginner""Shoujo" has your back on every detail as you learn to
create the most beloved of all manga. You may start off as an
"otaku "(a manga fan), but you'll end up a "mangaka" (a manga
artist)
Stan Lee, the founding father of Marvel Comics, and John Buscema,
artist of the classic Silver Surfer series, give professional
advice and instruction for budding comics artists. Learn how to
draw the Marvel way, courtesy of this lavishly illustrated,
step-by-step guide to all facets of the process.
The best-loved comic characters in the world - Superman, Batman,
Wonder Woman, the JLA and many more - are all brought to life by
the number one fan-favourite artist working in the medium today,
the incomparable Alex Ross. With a new jacket and an additional 16
pages, this book reveals Ross's lifelong love of these classic
superheroes and his vision - combining his dynamic art with Chip
Kidd's kinetic design. Step into the studio for a behind-the-scenes
look at his creative process, with hundreds of never-before seen
sketches, limited edition prints, and prototype sculptures. It also
has 32 pages of exclusive new material centring on Ross's startling
new comic series, "Justice", written by Jim Kreuger, with Ross
painting over Doug Braithwaite's pencils!
The most up-to-date critical guide mapping the history, impact, key
critical issues, and seminal texts of the genre, Jewish Comics and
Graphic Narratives interrogates what makes a work a "Jewish graphic
narrative", and explores the form's diverse facets to orient
readers to the richness and complexity of Jewish graphic
storytelling. Accessible but comprehensive and in an
easy-to-navigate format, the book covers such topics as: - The
history of the genre in the US and Israel - and its relationship to
superheroes, Underground Comix, and Jewish literature - Social and
cultural discussions surrounding the legitimization of graphic
representation as sites of trauma, understandings of gender,
mixed-media in Jewish graphic novels, and the study of these works
in the classroom - Critical explorations of graphic narratives
about the Holocaust, Israel, the diasporic experience, Judaism, and
autobiography and memoir - The works of Will Eisner, Ilana Zeffren,
James Sturm, Joann Sfar, JT Waldman, Michel Kichka, Sarah Glidden,
Rutu Modan, and Art Spiegelman and such narratives as X Men, Anne
Frank's Diary, and Maus Jewish Comics and Graphic Novels includes
an appendix of relevant works sorted by genre, a glossary of
crucial critical terms, and close readings of key texts to help
students and readers develop their understanding of the genre and
pursue independent study.
Our understanding of the human past is very limited. The mute
evidence from excavation - the dusty pot shards, fragments of bone,
slight variations in soil colour and texture - encourages
abstraction and detachment. Reconstruction art offers a different
way into the past, bringing archaeology to life and at times
influencing and informing archaeologist's ideas. At its best it
delivers something vivid, vital and memorable. Illustrating the
Past explores the history of reconstruction art and archaeology. It
looks at how attitudes have swung from the scientific and technical
to a freer more imaginative way of seeing and back again. Through
the exploration of seven artists' work, the reader is shown how the
artist's way of seeing illustrates the past and sometimes how it
has changed the way the past is seen. Illustrators working in
archaeology are often anonymous and yet the picture that summarises
an excavation can be the idea that endures. As well as drawing on
her specialist knowledge, Judith Dobie uses conversation and
correspondence to build a picture of how these artists'
personalities, interests and backgrounds influences their art. Case
studies featuring working sketches demonstrate how reconstruction
artists deliver understanding and can change the interpretation of
a site. This book celebrates and acknowledges reconstruction art
within the field of archaeology.
Distinguishing the graphic novel from other types of comic books
has presented problems due to the fuzziness of category boundaries.
Against the backdrop of prototype theory, the author establishes
the graphic novel as a genre whose core feature is complexity,
which again is defined by seven gradable subcategories: 1)
multilayered plot and narration, 2) multireferential use of color,
3) complex text-image relation, 4) meaning-enhancing panel design
and layout, 5) structural performativity, 6) references to
texts/media, and 7) self-referential and metafictional devices.
Regarding the subcategory of narration, the existence of a narrator
as known from classical narratology can no longer be assumed. In
addition, conventional focalization cannot account for two crucial
parameters of the comics image: what is shown (point of view,
including mise en scene) and what is seen (character perception).
On the basis of Francois Jost's concepts of ocularization and
focalization, this book presents an analytical framework for
graphic novels beyond conventional narratology and finally
discusses aspects of subjectivity, a focal paradigm in the latest
research. It is intended for advanced students of literature,
scholars, and comics experts.
This book examines the concepts of Post/Humanism and Transhumanism
as depicted in superhero comics. Recent decades have seen
mainstream audiences embrace the comic book Superhuman. Meanwhile
there has been increasing concern surrounding human enhancement
technologies, with the techno-scientific movement of Transhumanism
arguing that it is time humans took active control of their
evolution. Utilising Deleuze and Guattari's notion of the rhizome
as a non-hierarchical system of knowledge to conceptualize the
superhero narrative in terms of its political, social and aesthetic
relations to the history of human technological enhancement, this
book draws upon a diverse range of texts to explore the way in
which the posthuman has been represented in superhero comics, while
simultaneously highlighting its shared historical development with
Post/Humanist critical theory and the material techno-scientific
practices of Transhumanism.
Following in the successful paw and hoof prints of "The Daily
Zoo: Volume One" comes another exotic menagerie of creative fauna
from Hollywood artist Chris Ayers. "The Daily Zoo Year 2 "offers
more furry and feathered friends along with continuing reflections
on his life as an artist and cancer survivor. And, as with Volume 1
and perhaps more so, regardless of your artistic experience, this
book will leave you inspired to grab the nearest pencil, pen, brush
or crayon and start drawing ... for fun and perhaps as a way to
bring healing!
"Dr. Seuss & Co. Go to War" brings together over 300 all new
cartoons from the World War II era, including more than 100 by
Seuss, 50 cartoons by the New Yorker's Saul Steinberg, and works by
Al Hirschfeld, Carl Rose, and Mischa Richter. The cartoons and
commentary cover the five years of the war and are divided into
five chapters exploring the year leading up to the war, Hitler and
Germany, Hitler's allies, the home front, and Germany's defeat.
A FLAME TREE NOTEBOOK. Beautiful and luxurious the journals combine
high-quality production with magnificent art. Perfect as a gift,
and an essential personal choice for writers, notetakers,
travellers, students, poets and diarists. Features a wide range of
well-known and modern artists, with new artworks published
throughout the year. BEAUTIFULLY DESIGNED. The highly crafted
covers are printed on foil paper, embossed then foil stamped,
complemented by the luxury binding and rose red end-papers. The
covers are created by our artists and designers who spend many
hours transforming original artwork into gorgeous 3d masterpieces
that feel good in the hand, and look wonderful on a desk or table.
PRACTICAL, EASY TO USE. Flame Tree Notebooks come with practical
features too: a pocket at the back for scraps and receipts; two
ribbon markers to help keep track of more than just a to-do list
and robust ivory text paper. THE ART. These charming,
brightly-coloured story anthologies highlight the changing role of
girls and women in the 1930s. Featuring cheerful illustrations of
sporting, spirited girls ready for adventure, they are tangible
evidence of the slow and steady social progress of the era, and the
new freedoms and opportunities afforded to many women. HE FINAL
WORD. As William Morris said, "Have nothing in your houses that you
do not know to be useful, or believe to be beautiful."
We find ourselves square in the middle of one of the greatest
periods in music packaging. Events such as Record Store Day have
pushed collectible packaging back to the cultural forefront;
millennials have started buying physical records; and hip clothing
outlets devote massive amounts of space to record players and racks
of LPs. The designers collected here are at the forefront of this
movement. Some have been working in the music industry for decades,
while others are fresh on the scene. They all share a desire to
elevate the simple record cover and the wrapping that surrounds
these products into something more, something special, something
unique, something memorable. Lifelong music fans, they pour every
ounce of creative energy into coming up with solutions worthy of
the music inside. They also need to be inventive in how they
accomplish this. Coming up with a great concept in a sketch during
a meeting and actually seeing it to fruition and sitting on a shelf
in a record store are two different things. As Paula Scher details
in her interview, today's designers are faced with a very different
task than the record sleeve designers of the past. Outside of the
mega stars, budgets are more or less non-existent, yet the pressure
to deliver something jaw-dropping and mind-blowing remains. Packed
with innovative artworks by one-of-a-kind designers, this is the
definitive guide to album cover design in the 21st century.
In the late 1960s, IBM was one of the world's pre-eminent
corporations, employing over 250,000 people in 100 countries and
producing some of the most advanced products on earth. IBM
President Thomas J. Watson Jnr. sought to elevate the company's
image by hiring world-renowned design consultants, including Eliot
Noyes and Paul Rand. As well as developing the iconic IBM logo and
a corporate design guide, Rand also brought together a remarkable
team of internal staff designers. One of the designers he
hand-picked was Ken White, who, along with John Anderson and Tom
Bluhm, headed up the design team at the IBM Design Center in
Boulder, Colorado. Together, they initiated a poster program as a
platform for elevating internal communications and initiatives
within the company. These posters were displayed in hallways,
conferences rooms and cafeterias throughout IBM campuses, with
subject matter including everything from encouraging equal
opportunity policies to reminders on best security practices to
promoting a family fun day. Designers often incorporated figurative
typography, dry humor, visual puns, and photography to craft
memorable and compelling messages. Many of the posters won Type
Directors Club awards and a large number were 're-appropriated'
from walls by enthusiastic IBM employees. While Paul Rand's
creative genius has been well documented, the work of the IBM staff
designers who executed his intent outlined in the IBM Design Guide
has often gone unnoticed. The poster designs by White, Anderson,
and Bluhm included in this book represent some of the most creative
examples of mid-century corporate graphic design, while offering a
unique commentary into corporate employee communications of the
period. They also embody the full extent to which Thomas J. Watson
Jr.'s mantra, "Good Design is Good Business" permeated every facet
of the IBM organization, and created a lasting influence on curated
corporate design in America.
This is a highly original collection of essays, demonstrating how
comic books can be used as primary sources in the teaching and
understanding of American history. "Comic Books and American
Cultural History" is an anthology that examines the ways in which
comic books can be used to understand the history of the United
States. Over the last twenty years, there has been a proliferation
of book-length works focusing on the history of comic books, but
few of those books have emphasized their connection to American
cultural history. These original essays demonstrate the different
ways in which comic books can be used as resources. The book is
divided into four parts: Part 1 examines comics and graphic novels
that demonstrate the techniques of cultural history; the essays in
Part 2 use comics and graphic novels as cultural artifacts; the
third part of the book studies the concept of historical identity
through the 20th century; and, the final section focuses on
different treatments of contemporary American history. Discussing
works that range from "Wonder Woman" and "Superman" to "American
Flagg!" and "Ex Machina", this is a vivid collection that will be
useful to anyone teaching or studying comic books in the classroom.
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