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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art
During his career as one of America's most sought-after
illustrators, Andrew Loomis (1889-1959) taught at the American
Academy of Art in Chicago, and in 1939 he codified his lessons in
his first manual, "Fun with a Pencil." Four years later it had
already been through six printings, and he followed up over the
next two decades with a series of even more successful how-to books
that remain the gold standard for artists to this day.
The unique, dynamic learning system that has helped thousands of artists enhance their figure drawing abilities Dozens of updated illustrations and all-new content, exclusive to the 3rd edition Select pages can be scanned by your smartphone or other device to pull up bonus video content, enhancing the learning process
Take your manga drawings to the next level with amazing outfits and creative costumes. It just takes two details-wrinkles and shadows. In How to Draw Clothing for Manga, you'll discover how adding a tuck here, a gather there, and hiding some areas in shadow will take your drawings from flat sketches to fantastic illustrations. What you'll find inside: Basic techniques for drawing a variety of fabric details, including pulled wrinkles, gathered folds, tucked shapes, and more! Plus, learn how to express the differences between stiff, thick fabric and soft fabric with drape. 35+ outfits shown side by side with modeled photos to easily break down exactly what to draw for a realistic finished look. From slim-fit tees to skirts that twirl, every style is covered across all genders. Practice line art to get you started mastering wrinkles and shadows before adding details to your own work. With hundreds of sample illustrations and step-by-step guidance, this is your must-have guide to drawing clothes and costumes for your manga characters. What are you waiting for? Grab your supplies and get started drawing with style!
A SPECIAL-EDITION BOXSET CREATED TO CELEBRATE THE PULITZER-PRIZE WINNING GRAPHIC NOVEL'S 40TH ANNIVERSARY 'The first masterpiece in comic book history' The New Yorker 'The most affecting and successful narrative ever done about the Holocaust' Wall Street Journal A brutally moving work of art -- widely hailed as the greatest graphic novel ever written -- MAUS recounts the chilling experiences of the author's father during the Holocaust, with Jews drawn as wide-eyed mice and Nazis as menacing cats. Maus is a haunting tale within a tale, weaving the author's account of his tortured relationship with his aging father into an astonishing retelling of one of history's most unspeakable tragedies. It is an unforgettable story of survival and a disarming look at the legacy of trauma. This paperback box set includes MAUS in its original two-volume format, re-released with an exclusive sixteen-page booklet designed by the artist himself. ___________________________________________________________________________ 'A brutally moving work of art' Boston Globe 'No summary can do justice to Spiegelman's narrative skill' Adam Gopnik 'Like all great stories, it tells us more about ourselves than we could ever suspect' Philip Pullman 'A capital-G Genius' Michael Chabon
Robert Seymour and Nineteenth-Century Print Culture is the first book-length study of the original illustrator of Dickens's Pickwick Papers. Discussion of the range and importance of Seymour's work as a jobbing illustrator in the 1820s and 1830s is at the centre of the book. A bibliographical study of his prolific output of illustrations in many different print genres is combined with a wide-ranging account of his major publications. Seymour's extended work for The Comic Magazine, New Readings of Old Authors and Humorous Sketches, all described in detail, are of particular importance in locating the dialogue between image and text at the moment when the Victorian illustrated novel was coming into being.
The ultimate guide to visual storytelling! How to make the audience "feel" the story while they are "reading" the story. Using his experiences from working in the comic book industry, movie studios and teaching, Marcos introduces the reader to a step-by-step system that will create the most successful storyboards and graphics for the best visual communication. After a brief discussion on narrative art, Marcos introduces us to drawing and composing a single image, to composing steady shots to drawing to compose for continuity between all the shots. These lessons are then applied to three diverse story lines - a train accident, a cowboy tale and bikers approaching a mysterious house. In addition to setting up the shots, he also explains and illustrates visual character development, emotive stances and expressions along with development of the environmental setting to fully develop the visual narrative.
There is something distinctly visceral about graphite art, where every stroke of the artist or illustrator seems to convey emotion in its purest form. At a time when almost everything can be digitally done up to perfection, the smudges and smears by graphite can be refreshing to the eye and unapologetically human - touching viewers to the core. As a creative tool, it can also be the simplest and most affordable medium with which to express oneself and find joy. GRAPHITE is a stunning collection of pencil artwork by creatives around the world who have skilfully mastered the art of drawing by hand to make their mark. Featuring various subject matters and styles, it makes for a beautiful addition to the bookshelf and invites you to step away from your screen every now and then to, perhaps, pick up a pencil yourself and appreciate the simple things in life.
RETURN TO PLANET CUTE!!! Kawaii: How to Draw Really Cute Animals teaches you how to draw almost 100 different creatures in an adorable manner. Don't believe seagulls and stingrays can be cute? Think again! You don't need any specialist tools or materials to start drawing cute stuff: all you need is a biro or marker pen, then you're ready to go! In her latest book, artist and illustrator Angela Nguyen starts by teaching you the essential techniques of kawaii through quick and easy exercises on the basic shapes, effects and style. From there, jump straight into drawing the myriad beasts - small and big - you can find inside the book, from household pets to the exotic animals in the seas and skies. The clear and easy-to-follow step-by-step diagrams are great for visual learners, and make following the instructions for your kawaii critters a breeze. As a brand new addition to this series, interactive pages have been included to encourage you to get drawing straight away, and practice alongside Angela's examples. A perfect book for beginners - add cute-appeal to your furry 'n' feathered companions in no time at all! Other title in the series is the incredibly popular Kawaii: How to Draw Really Cute Stuff
A stunning hardcover companion to gen:LOCK, the latest animated show from Rooster Teeth, creators of RWBY! A stunning hardcover companion to the latest animated show from Rooster Teeth, the creators of RWBY! Go behind the scenes with exclusive commentary from the writers, animators, creators, and artists of gen:LOCK. Featuring full-color artwork from the show and sketches and notes about the development of the series that you won't find anywhere else!
Alois Derso (1888-1964) and Emery Kelen (1896-1978) were remarkable cartoonists who became internationally renowned, particularly for their depictions in the 1920s of efforts to build a better world following the establishment of the League of Nations; of the rise of fascism in the thirties; and of the world cooperation through the United Nations that emerged in the forties. Their sequence of cartoons, imbued with humour, wit, gentle satire, artistry and vision, captures the Zeitgeist of a period of history that resonates today. Surprisingly, no comprehensive account of their work and lives has been published before.  The authors analyse and discuss the extraordinary political insights revealed in the cartoons, which contribute to our understanding of those years. Drawing on original research, this overdue book delves into all aspects of Derso and Kelen’s careers, including the unusual, if not unique, technical nature of their artistic collaboration and Kelen’s additional gifts as a writer. It will inform the non-expert of the history of the time and the often overlooked role of cartoons as historical evidence. So memorable and informative are the images, it will also be a useful supplement to the literature on modern history, international relations and art.
The Ages of the Avengers: Essays on Earth's Mightiest Heroes in Changing Times examines stories from one of Marvel Comic's most popular franchises in light of the contemporary cultures when those comic books originally produced. With essays that address tales from some of the very first issues of The Avengers through Avengers Arena, which concluded in 2014, five decades of comic books are analyzed by popular culture scholars. Audience expectations for entertainment have fluctuated dramatically throughout the years, and comic book creators have been forced to adapt to shifting hopes, fears, and concerns amongst readers. Like any popular culture product, issues of the Avengers are reflective of the time period when they were produced, and the comic books have adapted to changing times to avoid becoming relics of a bygone era. In this collection, essays examine Avengers storylines such as the Korvac Saga, Civil War, and Secret Invastion, scrutinize key characters including the Black Panther and Hank Pym, and explore how real world events such as the Cuban Missile Crisis, the Vietnam War, the end of the Cold War, and 9/11 influenced the popular entertainment being produced and consumed in America.
Drew Struzan has created some of the most iconic movie poster images of the last 30 years, from "Raiders of the Lost Ark" to "Star Wars: Episode III". This is the first book to cover his movie work in depth. Featuring over 300 pieces of artwork, including previously unseen poster art for "Harry Potter and the Chamber of Secrets" and "Hellboy II", this is a treat for movie buffs and artists alike.
Dive into this monstrously massive compendium and explore all of the hunting fields, monsters, weaponry and lore that turned Capcom’s beloved Monster Hunter franchise into a global hit! Monster Hunter: World is one of the biggest games to release in years, and an epic game deserves an epic book! Explore the world of Monster Hunter firsthand with detailed commentary from the producers, beautiful reproductions of designs and concept art, spotlights on the weapons you can forge, and a trek through the story of the game—from the moment the Fifth Fleet made landfall in the New World all the way through the end of their hunt for Zorah Magdaros and their investigation of the Elder Crossing!
Children's picturebooks are the very first book we encounter and play a major role in introducing us to both art and language. But what does it take to create a successful picturebook for children? Children's Picturebooks, Second Edition is the revised edition of a bestselling title that carries invaluable insight into a highly productive, dynamic sector of the publishing world. Featuring interviews with leading illustrators and publishers from across the world, it remains essential reading for students and aspiring children's book illustrators and writers. Aimed at arts and literature students as well as aspiring children's book illustrators and writers. This book covers everything from the change in children's picturebooks over time to a breakdown of the children's publishing industry including, the editorial process, approaching publishers and literary agents and the printing process. With 15 new case studies from well-known illustrators like Jon Klassen, Oliver Jeffers and Beatrice Alemagna and publishers such as Puffin Picture Books, Thames and Hudson and Enchanted Lion Books, this revised edition also includes a brand new chapter devoted to non-fiction, especially the rise of both narrative non-fiction and big books.
From the late 1800s to the early 1960s, millions of bright and colorful, attention-getting paper labels were used by fruit growers to identify and advertise boxes of fresh produce. Today these true works of art are avidly sought by designers, collectors, and decorators. Over 1700 stunning color images of fruit labels are presented here alphabetically: stock and private labels from growers and associations ranging from Acme and All American to Yakima Valley and Zirkle. Many decorative motifs, including fruit still-lifes, anthropomorphized fruit, scenic vistas, and elaborate portraitures, are featured. Today they are clearly incorporated into interior design. The text includes histories of major fruit companies and the rise of fruit labels, useful collecting hints, values information and codes with every caption, and a detailed bibliography. This book is a must for anyone with a passion for beautiful graphic design.
Anisa Makhoul brings us this bright and fun graphic of New York City, a sunny reminder of the great city. Anisa is the daughter of a Lebanese beekeeper, and I recently discovered her love for illustration. She lives in sunny Portland, Oregon. 500-piece jigsaw puzzle Durable, compact, 2-piece box Gift box: 152 x 198 x 50 mm Completed puzzle: 482 x 356 mm teNeues NYC Stationery keeps up with fun and games at home with our museum-quality printed 500-Piece Puzzles. Packaged in durable, compact boxes, our 500-Piece Puzzles feature full-colour artwork, expertly-printed with nontoxic inks on sturdy, puzzle greyboard.
Bring your manga to life with awesome action, powerful poses, body basics: IT'S ALL HERE! Learn the essentials of manga drawing from professional Japanese illustrators, and let them show you how to tell better stories with your manga art. Start with anatomy and body structure to create compelling characters in a few simple head-to-toe steps. Then it's time to build your world and tell your story. With this all-in-one guide, your characters, drawing, and storytelling abilities will quickly soar! In this book you'll learn not only the basics, but the insider tips and secrets only the professionals know. You'll also learn to avoid common pitfalls and overcome obstacles that might otherwise lessen the impact of your work and prevent you from becoming a successful artist! Here are just some of the features of this practical handbook: A complete art course in one volume--from anatomy and body structure to facial features and expressions, clothing and accessories, action poses and narrative techniques A guide to world-building and storytelling in the authentic Japanese manga style Two professional Japanese illustrators share their expertise in figure drawing and composition as well as two- and three-dimensional design and perspective Hundreds of dynamic examples and tips show you how to master the details that make a difference and the effects that can elevate your work to another level Over 1,000 color illustrations help to guide you on your path to becoming a better artist! Drawing Manga gives you the tips and tools you need to develop your skills and tell the stories you want to tell effectively-- just like the pros! *Recommended for artists 16 & up*
This anthology explores tensions between the individualistic artistic ideals and the collective industrial realities of contemporary cultural production with eighteen all-new chapters presenting pioneering empirical research on the complexities and controversies of comics work. Art Spiegelman. Alan Moore. Osamu Tezuka. Neil Gaiman. Names such as these have become synonymous with the medium of comics. Meanwhile, the large numbers of people without whose collective action no comic book would ever exist in the first place are routinely overlooked. Cultures of Comics Work unveils this hidden, global industrial labor of writers, illustrators, graphic designers, letterers, editors, printers, typesetters, publicists, publishers, distributors, translators, retailers, and countless others both directly and indirectly involved in the creative production of what is commonly thought of as the comic book. Drawing upon diverse theoretical and methodological perspectives, an international and interdisciplinary cohort of cutting-edge researchers and practitioners intervenes in debates about cultural work and paves innovative directions for comics scholarship.
This work takes an in-depth look at the world of comic books through the eyes of a Native American reader and offers frank commentary on the medium's cultural representation of the Native American people. It addresses a range of portrayals, from the bloodthirsty barbarians and noble savages of dime novels, to formulaic secondary characters and sidekicks, and, occasionally, protagonists sans paternal white hero, examining how and why Native Americans have been consistently marginalized and misrepresented in comics. Chapters cover early representations of Native Americans in popular culture and newspaper comic strips, the Fenimore Cooper legacy, the ""white"" Indian, the shaman, revisionist portrayals, and Native American comics from small publishers, among other topics. |
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