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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art
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.
Magnificent hardcover art books featuring the incredible images and lore of Magic: The Gathering (R)! Danger and adventure await in these pages, lavishly illustrated with the award-winning art of Magic: The Gathering (R)! "Even gods shall kneel." -Nicol Bolas Centuries of scheming have come to fruition at last. Meet Nicol Bolas: Elder dragon, Planeswalker, God-Pharaoh. He is the ultimate mastermind, whose plots for domination twist through the histories of countless worlds. Now those plots culminate on the shattered streets of Ravnica, with undead armies marching at his command and dozens of Planeswalkers marshaled to oppose him. In these lavishly illustrated pages, featuring art carefully chosen from more than two decades of Magic: The Gathering (R), the full scope of Nicol Bolas's plans is revealed at last. It has all led to this. The greatest heroes of the Multiverse make their stand against the ultimate villain in the War of the Spark!
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.
Even the most creative mind needs stimulation. Inspiration can come from examples of exceptional work, exercises designed to motivate, or time to reflect. The more inventive pieces the mind takes in, the more resources it has to draw from. That's why, for instance, many creative talents in advertising keep their own clip files. Street-Smart Advertising: How to Win the Battle of the Buzz contains a plethora of examples designed to jump-start the right side of the brain. It is packed with memorable uses of new media, exciting on-strategy marketing, creative online work, insightful quotes by giants in the advertising industry, and exercises to strengthen creative thinking. Students and practitioners alike can reference this book for fresh campaign concepts, unusual visual treatments, innovative media ideas, powerful writing techniques, brainstorming methods, and more. Street-Smart Advertising is an inviting, hands-on supplement for courses in integrated marketing campaigns, print concepts, creative strategies, and copywriting.
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.
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.
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.
A comprehensive practical guide to digital manga and anime, suitable for both complete beginners and experienced digital artists. An informative introduction covers all the equipment you will need, with step-by-step guides to using the tools of Adobe Photoshop to create different effects. It also covers the translation of manga characters to the screen in the creation of anime, including the software you will need, pre-production and animation.
Collecting 100 full-color pages and featuring 48 different Japanese manga and anime artists, Black Tights features some of the best illustrators in Japan. With stockings as their primary themes, WIDE focuses on thighs. Overseen by cover artist and art director, Yom, audiences have been captivated by their character designs in the 2019 anime short, Miru Tights.
'[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.
A critical biography of one of the pioneers of alternative weekly comic strips Best known for her long-running comic strip Ernie Pook's Comeek, illustrated fiction (Cruddy, The Good Times Are Killing Me), and graphic novels (One Hundred Demons ), the art of Lynda Barry (b. 1956) has branched out to incorporate plays, paintings, radio commentary, and lectures. With a combination of seemingly simple, raw drawings and mature, eloquent text, Barry's oeuvre blurs the boundaries between fiction and memoir, comics and literary fiction, and fantasy and reality. Her recent volumes What It Is (2008) and Picture This (2010) fuse autobiography, teaching guide, sketchbook, and cartooning into coherent visions. In Lynda Barry: Girlhood through the Looking Glass, author Susan E. Kirtley examines the artist's career and contributions to the field of comic art and beyond. The study specifically concentrates on Barry's recurring focus on figures of young girls, in a variety of mediums and genres. Barry follows the image of the girl through several lenses--from text-based novels to the hybrid blending of text and image in comic art, to art shows and coloring books. In tracing Barry's aesthetic and intellectual development, Kirtley reveals Barry's work to be groundbreaking in its understanding of femininity and feminism.
‘The next time you are tempted to design a logo, take a look at this book. Chances are, it has already been done. By raising the bar, this wonderful resource will make better designers of all of us.’ – Michael Bierut of Pentagram Design, on the first edition of Logo This bestselling logo bible has provided graphic designers with an indispensable reference source for over a decade, and over 300 new logos have been added to this fully revised and updated edition. All the logos are grouped into categories such as crosses, stars, crowns, animals and people, and are shown in black and white to emphasize the visual form of the logos. This offers designers a ready resource to draw upon in the research phase of identity projects. Logos are also indexed alphabetically by name of designer and by industrial sector for ease of use.
Literary scholar Michael A. Chaney examines graphic novels to illustrate that in form and function they inform readers on how they ought to be read. His arguments result in an innovative analysis of the various knowledges that comics produce and the methods artists and writers employ to convey them. Theoretically eclectic, this study attends to the lessons taught by both the form and content of today's most celebrated graphic novels. Chaney analyzes the embedded lessons in comics and graphic novels through the form's central tropes: the iconic child storyteller and the inherent childishness of comics in American culture; the use of mirrors and masks as ciphers of the unconscious; embedded puzzles and games in otherwise story-driven comic narratives; and the form's self-reflexive propensity for showing its work. Comics reveal the labor that goes into producing them, embedding lessons on how to read the ""work"" as a whole. Throughout, Chaney draws from a range of theoretical insights from psychoanalysis and semiotics to theories of reception and production from film studies, art history, and media studies. Some of the major texts examined include Marjane Satrapi's Persepolis; Chris Ware's Jimmy Corrigan: The Smartest Kid on Earth; Joe Sacco's Palestine; David B.'s Epileptic; Kyle Baker's Nat Turner; and many more. As Chaney's examples show, graphic novels teach us even as they create meaning in their infinite relay between words and pictures.
Got manga? Christopher Hart's got manga, and he wants to share it with all his millions of readers--especially the beginners. With "Manga for the Beginner," anyone who can hold a pencil can start drawing great manga characters right away. Using his signature step-by-step style, Hart shows how to draw the basic manga head and body, eyes, bodies, fashion, and more. Then he goes way beyond most beginner titles, exploring dynamic action poses, special effects, light and shading, perspective, popular manga types such as animals, anthros, and shoujo and shounen characters. By the end of this big book, the new artist is ready to draw dramatic story sequences full of movement and life.
Anatomy and art combine in this incredibly detailed manga drawing guide that offers an in-depth look at the human body. Manga artists of every level will benefit from this essential anatomical overview. Step-by-step instructions bring manga characters to life and provide a clearly defined and easy-to-follow art course on the human body. With more than 1,500 highly-detailed drawings and useful tips from a manga artist actually working in the business, this book is a self-contained art class in a single volume. In this book, the body is covered head-to-toe--from various angles and positions with versions for men, women and children all provided. How to Create Manga: Drawing the Human Body is a must-have for budding manga artists and an essential reference for experienced artists looking to hone their ability to draw certain parts of their characters with greater accuracy. Tuttle's How to Create Manga series guides users through the process of reaching a professional-looking final drawing through actual sketch progressions, practical tips and common missteps to avoid. Other books in the series include How to Create Manga: Drawing Facial Expressions, How to Create Manga: Drawing Clothing and Accessories and How to Create Manga: Drawing Action Scenes and Characters.
In October 1931, Dick Tracy made his debut on the American newspaper pages. Through extensive research and interviews with Chester Gould (the creator of ""Dick Tracy""), his assistants, Dick Locher (the current artist), Mark Allan Collins (who scripted the stories for 15 years), and many others associated with the strip, Dick Tracy as a cultural icon emerges. The artists are fully revealed and Dick Tracy paraphernalia and the 1990 movie Dick Tracy are discussed. Dick Tracy's appearances in other media - books, comics, radio, movie serials, ""B"" movies, television dramas, and animated cartoons - are fully covered.
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.
Classic posters from the last 300 years and the stories behind them. Posters have always been designed to seek an immediate response. From the time when paper was first affordable, the poster has been used to provoke a direct reaction, whether a public appeal, a legal threat, a call to arms, or the offer of entertainment. Newspapers might have the advantage of ubiquity in spreading the word, but a poster could be tightly targeted by its location. Organized chronologically, 100 Posters That Changed the World charts the history of poster design from their earliest forms as a means of information communication to the more subtle visual communication of the 21st century. As printing became cheaper, posters were used for more than just promoting the capture of local villains or announcing government decrees. Advertisements took over, citing up-and-coming events, auctions, public meetings, political rallies, sports games, lectures and theatrical performances. The technological leaps from engraving to aquatints to lithography, chromolithography and the offset press, all had their impact on what could be advertised by poster, and the art form took off spectacularly in the late 19th century with the influence of Lautrec and the Paris nightclubs. From then on, the poster became a sophisticated means of visual communication. In the West it was used to sell products - in the East it was used to sell regimes and control behaviour. Along with historic moments in poster evolution, 100 Posters That Changed the World charts the most impactful designs of the last 300 years - images that communicate a message whether commercial or political, images that sell a film, a musical, a cause or used for decoration, inspiration, motivation and affirmation. The affirmation for teenagers in the 1970s that Farah Fawcett was looking at you.
This step-by-step manga art course for beginners makes it simple to learn the creative techniques behind the most popular Japanese comic style. One hundred and forty colour illustrations, plus easy-to-follow directions, are divided into three sections: basic tutorials; how to turn raw ideas into finished comics; and projects from the masters, with exhaustive detail on producing professional-grade artwork. Draw Manga covers not only traditional media such as coloured markers, pencils and watercolours, but also computer-generated manga. And there's advice on special techniques for drawing the distinctive eyes and hairstyles that are the genre's hallmark, as well as on character creation, developing a first sketch, using colour and motion, sequencing, pacing and more. |
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