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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art
The Number One Fashion Workshop for Shojo Manga From 'dos to shoes, how you dress and style your characters says a lot about who they are, before they even utter a word. Whether your story calls for a flashy drama queen or a mousy bookworm, this guide contains everything you need to know to create fabulous shojo manga characters with personality.
Longlisted for the 2021 Kate Greenaway Medal'A quiet masterpiece . . . a love story, a hope story, a story out of time, out of stricture, out of the narrow artificial bounds by which we try to contain the wild wonderland of reality because we are too frightened to live wonder-stricken' Maria Popova, Brain Pickings'The tales feel like half-remembered dreams, peopled with fairytale characters and magnificent creatures' Rebecca Armstrong, i Paper Best Books of 2020'A powerful spell book to make the sleepless fall into slumber and the agitated calm' i Paper'A lyrical and enchanting collection' ScotsmanThis book is not meant to be read from cover to cover. It is a book for dreamers. Slight of word, rich of image, its purpose is to ease the soul. The paintings between these covers were worked in the between times, an unwinding of the soul, when the pressures of work were too much. Dreams and wishes are the inspiration at times like this. Threaded through the curious world of The Unwinding are words, slight and lyrical. Their aim is to set the reader's mind adrift from the troubles of our times, into peaceful harbours where imagination can stretch, where quiet reflection can bring peace. The Unwinding is designed to be a companion, a talisman to be turned to again and again and a place of respite from an increasingly frantic and complex world.
Graphic novels (kurimchaek) are a major art form in North Korea, produced by agents of the regime to set out its vision in a range of important areas. This book provides an analysis of North Korean graphic novels, discussing the ideals they promote and the tensions within those ideals, and examining the reception of graphic novels in North Korea and by North Korean refugees in South Korea. Particular themes considered include the ideal family and how the regime promotes this; patriotism, and its conflict with class identities; and the portrayal of the Korean War - "The Fatherland Liberation War", as it is known in North Korea - and the subsequent, continuing stand-off. Overall, the book demonstrates the importance of graphic novels in North Korea as a tool for bringing up children and for promoting North Korean ideals. In addition, however, the book also shows that although the regime sees the imaginative power of graphic novels as a necessity for effective communication, graphic novels are also viewed with caution in that they exist in everyday social life in ways that the regime may be aware of, and seeks to control, but cannot dominate completely.
The Chinese artist Liu Ye's meticulous, colorful canvases convey his love of literature in the first publication dedicated to his paintings of books. The Beijing-based artist Liu Ye is known for his precise, deftly rendered representational paintings. Drawn equally from contemporary culture and old master painting, Liu's wide-ranging visual touchstones include Piet Mondrian, Miffy the Bunny, and Prada advertisements. In this new publication devoted to his book paintings, the artist examines the book as both a physical object and cultural totem. Playing with geometry and perspective, Liu creates extraordinary and disorienting portraits of this most familiar subject. Liu's Book Painting series, begun in 2013, depicts close-up views of books that are turned open to reveal empty pages, an approach that emphasizes the object's form over its content. Rendering books' material structure-endpapers, binding, spine-in sensual detail, these paintings indicate an obsession with the book as an object and a lifelong love of literature. Liu's father was a children's book author who introduced him to Western writers at a young age, fueling his curiosity and imagination. Many of the books in Liu's father's collection were banned in Cultural Revolution-era China and the artist read them secretly throughout his childhood. This formative experience figures in his popular Banned Books series and in his book paintings in general. Published on the occasion of a solo exhibition presented at David Zwirner, New York, in 2020, this catalogue includes new writing by the acclaimed poet Zhu Zhu, who traces the evolution of the book form in Liu's work, as well as an interview with the artist by Hans Ulrich Obrist.
Comic empires is a unique collection of new research exploring the relationship between imperialism and political cartoons, caricature, and satirical art. Edited by leading scholars across both fields (and with contributions from contexts as diverse as Egypt, Australia, the United States, and China, as well as Europe) the volume provides new perspectives on well-known events, and illuminates little-known players in the 'great game' of empire in modern times. Some of the finest comic art of the period is deployed as evidence, and examined seriously, in its own right, for the first time. Accessible to students of history at all levels, Comic empires is a major addition to the world-leading 'Studies in Imperialism' series, as well as standing alone as an innovative and significant contribution to the ever-growing international field of comics studies. -- .
Perhaps best known as the co-creator of and writer for the Goon Show, Spike Milligan has received accolades as a comedian, musician, poet and playwright. This mini wall calendar features a selection of his hilarious cartoons. The datepad features previous and next month's views.
For several generations, comics were regarded as a boy's club-created by, for, and about men and boys. In the twenty-first century, however, comics have seen a rise of female creators, characters, and readers. While this sudden presence of women and girls in comics is being regarded as new and noteworthy, the observation is not true for the genre's entire history. Throughout the first half of the twentieth century, the medium was enjoyed equally by both sexes, and girls were the protagonists of some of the earliest, most successful, and most influential comics. In Funny Girls: Guffaws, Guts, and Gender in Classic American Comics, Michelle Ann Abate examines the important but long-overlooked cadre of young female protagonists in US comics during the first half of the twentieth century. She treats characters ranging from Little Orphan Annie and Nancy to Little Lulu, Little Audrey of the Harvey Girls, and Li'l Tomboy-a group that collectively forms a tradition of funny girls in American comics. Abate demonstrates the massive popularity these funny girls enjoyed, revealing their unexplored narrative richness, aesthetic complexity, and critical possibility. Much of the humor in these comics arose from questioning gender roles, challenging social manners, and defying the status quo. Further, they embodied powerful points of collection about both the construction and intersection of race, class, gender, and age, as well as popular perceptions about children, representations of girlhood, and changing attitudes regarding youth. Finally, but just as importantly, these strips shed light on another major phenomenon within comics: branding, licensing, and merchandising. Collectively, these comics did far more than provide amusement-they were serious agents for cultural commentary and sociopolitical change.
This comprehensive overview of advertising design strategies helps students and professionals understand how to create ads that cut through the clutter. Design principles such as unity, contrast, hierarchy, dominance, scale, abstraction, and type-image relationships are thoroughly discussed. Chapters also cover: Researching your client and your audience What makes an ad successful Getting the audience's attention in a crowded marketplace Researching your client and your audience The importance of consistent branding and identity The difference between print advertising, billboards, the web, television, and radio Advertising design versus editorial design Also included is an extensive section on typography with essential information on how type is perceived by readers, typographic history, principles, and practice. Complete with over fifteen hundred examples and illustrations of outstanding advertising design from around the world, Advertising Design and Typography will change the way you develop visual ideas and train you to see in a more critical and accurate way that gets messages across more effectively. Allworth Press, an imprint of Skyhorse Publishing, publishes a broad range of books on the visual and performing arts, with emphasis on the business of art. Our titles cover subjects such as graphic design, theater, branding, fine art, photography, interior design, writing, acting, film, how to start careers, business and legal forms, business practices, and more. While we don't aspire to publish a New York Times bestseller or a national bestseller, we are deeply committed to quality books that help creative professionals succeed and thrive. We often publish in areas overlooked by other publishers and welcome the author whose expertise can help our audience of readers.
With more than 250 characters across all the popular genres, this is the big, must-have book for every aspiring manga artist! Drawing on the mega-success of Christopher Hart's Manga Mania series, Manga Mania Universe combines curated content from each of his previous Manga Mania books (Girl Power!, Romance, and Shonen) into one giant, breathtaking volume. It showcases the best in capturing manga girls, romantic characters and scenes, and action and adventure. Fans will enjoy having such a wide variety of first-rate how-to-draw instruction, along with the dynamic artwork that has made this series so popular.
Big facial expressions are essential to anime and manga. They can be much more eloquent than printed words for getting an emotional response out of viewers. However, faces can be challenging. With this book, improve your anime-drawing skills with instruction for facial features and expressions for a wide variety of ages, character types, hair styles and activities. With 800 different facial expressions, you'll be able to draw your character in any emotional situation or with any reaction.
It's THE book on manga from YouTube's most popular art instruction Guru There's more to manga than big, shiny eyes and funky hair. In these action-packed pages, graphic novelist Mark Crilley shows you step-by-step how to achieve an authentic manga style--from drawing faces and figures to laying out awesome, high-drama spreads. You'll learn how a few basic lines will help you place facial features in their proper locations and simple tricks for getting body proportions right. Plus, you'll find inspiration for infusing your work with expression, attitude and action. This is the book fans have been requesting for years, packed with expert tips on everything from hairstyles and clothing to word bubbles and sound effects, delivered in the same friendly, easy-to-follow style that has made Mark Crilley one of the "25 Most Subscribed to Gurus on YouTube." Take this opportunity to turn the characters and stories in your head into professional-quality art on the page Packed with everything you need to make your first (or your best-ever) manga stories
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.
Now that she's 13 years old, it's time for young Kiki to start thinking about her future. So one night, under the light of a full moon, she grabs her black cat, Jiji, hops on her mother's broom and heads off into the night. The next day she alights upon a friendly oceanside city, and this, she tells her loyal and furry companion, is where she'll spend the next year learning how to become a real, honest-to-goodness witch.
Learn how to draw manga characters and scenes! Best-selling author, Christopher Hart, teaches budding artists how to master drawing manga hair, poses, facial expressions, and more in this essential how-to-draw volume.
'[Beardsley's] vision is permanently that of a child lying in bed watching his mother dress for a dinner-party... He is allured, yet afraid to touch: driven back on a cold minuteness of detailed attention, and yet passionately curious, with the emotional and involved curiosity children give to sex.' Brigid Brophy first published her study of 'the most intensely and electrically erotic artist in the world' in 1968, at the height of her own powers and in the moment of a notable revival of interest - both scholarly and pop-cultural (amid 'the dandified realm of Carnavy Street') - in Beardsley's work. An infant prodigy, Beardsley retained through the brief years of his adult life the peculiar genius of a precocious child, and Brophy, well-versed in Freudian analyses, adroitly points out the polymorphous perversity of his pictures - that perversity, coupled with his inimitable graphic/monochromatic signature, accounting for why Beardsley, however 'high-baroque rococo' his style, has remained endlessly modern.
"In many respects it is a book unlike many others. It is an individual, as all good books should be. It is quirky, eclectic, eccentric even, but in a world intent on reproducing that which has already been regurgitated I personally felt the need for something a bit more idiosyncratic, I can only hope that you agree!" - Simon Owen A well known artist specialising in racing car subjects, the late Simon Owen's detailed, expertly executed work conveys the life, the vibrancy, the essence and passion of motorsports and racing cars, like no other. Simon's work is a visual feast for lovers of automotive art and motorsport. Over the last few years, Simon had worked on developing a series of stunningly detailed computer-generated digital images, focussing on individual racing cars and their liveries. Seventy-seven of these images have been compiled to create this extraordinary book, and each is presented with a relevant quote from a legend of the motor racing world. Along with these beautiful and unique artworks, this book represents a chance to gain a rare peek into the artist's working methods, revealing some of his developmental work and showing how the digital images were constructed.
The first superhero team from the Silver Age of comics, DC's Justice League has seen many iterations since its first appearance in 1960. As the original comic book continued and spin-off titles proliferated, talented writers, artists and editors adapted the team to appeal to changing audience tastes. This collection of new essays examines more than five decades of Justice League comics and related titles. Each essay considers a storyline or era of the franchise in its historical and social contexts. Exploring both the popular culture and relevant events of the day, the contributors discuss how the Vietnam War was addressed in Justice League comics, how the Cold War transformed the roles of superheroes in the DC universe and how the post-9/11 political climate affected a crossover character.
The official art book for the Marvel's Avengers expansion Black Panther: War for Wakanda Blindsided by a betrayal and the resulting tragedy, King T'Challa, the Black Panther, devoted protector and current ruler of Wakanda finds it difficult to entrust his duty to anyone else, even his sister Shuri, while also confronting those who wish to do Wakanda harm. When arch-villain Klaw's forces threaten Wakanda's safety, T'Challa must take the fight right to them to defend everything and everyone he holds dear. Players experience the game's story and additional missions in the ongoing Avengers Initiative in the lush jungles of Wakanda, an entirely new environment and sole location of the world's Vibranium. They also get to explore the Royal Palace that overlooks Birnin Zana, known as "The Golden City," in a new Outpost that contains Shuri's laboratory, Zawavari's chambers, and the Wakandan War Room. Unmask the artistry behind the expansion in this showpiece hardback book containing exclusive concept sketches, character art, storyboards, and fully rendered scenes alongside fascinating insights into the creative process from the talented creators of the expansion.
Enter the world of Junji Ito's art--an abyss of horror and sublime beauty. A first-ever collection of Junji Ito's artworks, featuring over 130 images from his bestselling manga titles along with rare works. This sublime collection includes all of Ito's unforgettable illustrations in both black-and-white and color, from Tomie's dreadful beauty to the inhuman spirals of Uzumaki. Includes an interview focused on Ito's art technique as well as commentary from the artist on each work.
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.
Featuring 236 drawings by more than 100 artists, this survey of America's most beloved illustrators includes contributions from Edwin Austin Abbey, Maxfield Parrish, Charles Dana Gibson, and Rockwell Kent.
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.
The Rise of the Image reveals how illustrations have come to play a primary part in books on art and architecture. Italian Renaissance art is the main focus for this anthology of essays which analyse key episodes in the history of illustration from the sixteenth to the twentieth century. The authors raise new issues about the imagery in books on the visual arts by Leonardo da Vinci, Giorgio Vasari, Sebastiano Serlio, Andrea Palladio, Girolamo Teti and Andrea Pozzo. The concluding essays evaluate the roles of reproductive media, including photography, in Victorian and twentieth-century art books. Throughout, images in books are considered as vehicles for ideas rather than as transparent, passive visual forms, dependent on their accompanying texts. Thus The Rise of the Image enriches our understanding of the role of prints in books on art. |
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