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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art
This is a comprehensive tutorial on how to draw an array of cartoon faces. This is the latest in the bestselling 'How to Draw' series, from master cartoonist and prolific author Chris Hart. It includes step-by-step instructions and diagrams to accommodate beginners. The personality of a cartoon character begins with the face: the head, the features, the expressions. Get that right and you can create a memorable personality. Bestselling How to Draw author Christopher Hart presents the ultimate tutorial on the topic in masterful detail, covering characters both male and female, from babies to adults, in all shapes and sizes. His accessible, step-by-step demonstrations go through all the features and explain how to build a character. You can: explore appealing cartoon head types; see how to create a variety of eyes, brows, mouths, and popular hairstyles; and learn how to turn the head in different directions while maintaining a character's visual integrity. An introductory section discusses essential shading techniques while a bonus section shows the basics of drawing the entire body.
An incredible new graphic novel starring the Tenth Doctor, played by fan-favorite David Tennant, and features his mortal enemies, the Daleks, for the first time ever in TITAN COMICS! This story ties in with the BBC's multi-platform event: Time Lord Victorious! After awaking in an alternate reality where the Time War never took place, the Tenth Doctor is recruited by his deadly nemeses, the Daleks, to defeat a terror that even they fear. Can the Doctor make peace with his enemies in order to stop this unknown monster from the Dark Times as it seeks to extinguish all life in the universe?! This brand new time-travelling tale is part of the BBC's multi-platform event that connects across all Doctor Who publishing media, including books, audio dramas, an escape room and much more! Collects Doctor Who: Time Lord Victorious #1 & #2.
Basics Illustration 03: Text and Image explores the basic function of illustration: the interpretation of words into pictures and the interplay of text and image as two forms of visual representation. The basic principles of graphic communication are introduced through case studies and examples in which the relationships between illustration and text are analysed and explored. The book features a wide range of work demonstrating diverse visual languages, ideas, techniques and skills. It also examines the production of artefacts, for example, artists' books, graphic novels, posters and handmade typography, stencils, graffiti, and fonts designed by illustrators
This is a study of the artistic and political context that led to the production of a truly exceptional Byzantine illustrated manuscript. Paris, Bibliotheque Nationale de France, codex grec 54 is one of the most ambitious and complex manuscripts produced during the Byzantine era. This thirteenth-century Greek and Latin Gospel book features full-page evangelist portraits, an extensive narrative cycle, and unique polychromatic texts. However, it has never been the subject of a comprehensive study and the circumstances of its commission are unknown. In this book Kathleen Maxwell addresses the following questions: what circumstances led to the creation of Paris 54? Who commissioned it and for what purpose? How was a deluxe manuscript such as this produced? Why was it left unfinished? How does it relate to other Byzantine illustrated Gospel books? Paris 54's innovations are a testament to the extraordinary circumstances of its commission. Maxwell's multi-disciplinary approach includes codicological and paleographical evidence together with New Testament textual criticism, artistic and historical analysis. She concludes that Paris 54 was never intended to copy any other manuscript. Rather, it was designed to eclipse its contemporaries and to physically embody a new relationship between Constantinople and the Latin West, as envisioned by its patron. Analysis of Paris 54's texts and miniature cycle indicates that it was created at the behest of a Byzantine emperor as a gift to a pope, in conjunction with imperial efforts to unify the Latin and Orthodox churches. As such, Paris 54 is a unique witness to early Palaeologan attempts to achieve church union with Rome.
Attempts to define what comics are and explain how they work have not always been successful because they are premised upon the idea that comic strips, comic books and graphic novels are inherently and almost exclusively visual. This book challenges that premise, and asserts that comics is not just a visual medium. The book outlines the multisensory aspects of comics: the visual, audible, tactile, olfactory and gustatory elements of the medium. It rejects a synaesthetic approach (by which all the senses are engaged through visual stimuli) and instead argues for a truly multisensory model by which the direct stimulation of the reader's physical senses can be understood. A wide range of examples demonstrates how multisensory communication systems work in both commercial and more experimental contexts. The book concludes with a case study that looks at the works of Alan Moore and indicates areas of interest that multisensory analysis can draw out, but which are overlooked by more conventional approaches.
In the 1940s and '50s, comic books were some of the most popular-and most unfiltered-entertainment in the United States. Publishers sold hundreds of millions of copies a year of violent, racist, and luridly sexual comics to Americans of all ages, until a 1954 Senate investigation led to a censorship code that nearly destroyed the industry. But this was far from the first time the US government actively involved itself with comics-it was simply the most dramatic manifestation of a long, strange relationship between high-level policy makers and a medium that even artists and writers often dismissed as a creative sewer. In Pulp Empire, Paul S. Hirsch uncovers the gripping untold story of how the US government both attacked and appropriated comic books to help wage World War II and the Cold War, promote official-and clandestine-foreign policy, and deflect global critiques of American racism. As Hirsch details, during World War II-and the concurrent golden age of comic books-government agencies worked directly with comic book publishers to stoke hatred for the Axis powers while simultaneously attempting to dispel racial tensions at home. Later, as the Cold War defense industry ballooned-and as comic book sales reached historic heights-the government again turned to the medium, this time trying to win hearts and minds in the decolonizing world through cartoon propaganda. Hirsch's groundbreaking research weaves together a wealth of previously classified material, including secret wartime records, official legislative documents, and caches of personal papers. His book explores the uneasy contradiction of how comics were both vital expressions of American freedom and unsettling glimpses into the national id-scourged and repressed on the one hand and deployed as official propaganda on the other. Pulp Empire is a riveting illumination of underexplored chapters in the histories of comic books, foreign policy, and race.
A fully illustrated overview of the life and work of the universally loved Quentin Blake, released ahead of the artist's 90th birthday in December 2022. Quentin Blake is an artist who has charmed and inspired generations of readers. Tracing Blake's art and career from his very first drawings - published in Punch when he was 16 - through his collaborations with writers from Roald Dahl and John Yeoman to Russell Hoban and David Walliams, to his large-scale works for hospitals and public spaces and right up to his most recent passions and projects, acclaimed author Jenny Uglow here presents a fully illustrated overview of Quentin Blake's extraordinary body of work, with accompanying commentary by the artist himself. With unprecedented access to the artist's entire archive, The Quentin Blake Book reveals the stories behind some of Blake's most famous creations, while also providing readers with an intimate insight into the unceasing creativity of this remarkable artist.
A rich, vibrantly illustrated account of the history and sources of manga As contemporary as this graphic art form may appear to readers outside of Japan, manga has, in fact, deep roots in Japanese culture, drawing on centuries-old artistic traditions: traces can be found in seventh century temple paintings, folding screens decorated with comic characters, and painted medieval Emakimono scrolls. The more familiar manga comics of today echo similar themes, both light and serious, and draw on narrative forms present in the sagas and skits from Japan's rich cultural heritage. This book spans the history of manga in all its splendour and diversity: from Hokusai's seminal Manga in 1814 to the onset of the gekiga in the 1950s; from the landmark Astro Boy of Tezuka Ozamu to Lady Oscar, Riyoko Ikedan's shojo manga aimed at young girls; from samurai sagas to the more alternative productions of the review Garo; and from the demons that populate the works of Mizuki Shigeru to the latest creations from Jiro Taniguchi, each period is covered in detail. One Thousand Years of Manga is both a rich documentary account and a visual delight with over 400 illustrations, many never before seen outside of Japan. A thorough exploration of the sources of manga, this book makes it possible to understand how this mass-produced cultural artifact - aimed at adults as much as at children - has developed into an essential facet of Japanese culture that is now enjoyed across the globe.
Explore the greatest art from five decades of Marvel's Guardians of the Galaxy comics with this deluxe art book. Since first appearing in the pages of Marvel Super-Heroes in 1969, while the team's lineup has changed significantly over the years, its popularity with fans has continued to grow. This deluxe book delves into the creation and evolution of the Guardians through exclusive interviews with the writers and artists who have brought them to life.
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.
The Thing. Daredevil. Captain Marvel. The Human Fly. Drawing on DC and Marvel comics from the 1950s to the 1990s, and marshaling insights from three burgeoning fields of inquiry in the humanities--disability studies, death and dying studies, and comics studies-- Jose Alaniz seeks to redefine the contemporary understanding of the superhero. Beginning in the Silver Age, the genre increasingly challenged and complicated its hypermasculine, quasi-eugenicist biases through such disabled figures as Ben Grimm/The Thing, Matt Murdock/Daredevil, and the Doom Patrol. Alaniz traces how the superhero became increasingly vulnerable, ill, and mortal in this era. He then proceeds to a reinterpretation of characters and series--some familiar (Superman), some obscure (She-Thing). These genre changes reflected a wider awareness of related body issues in the postwar U.S. as represented by hospice, death with dignity, and disability rights movements. The persistent highlighting of the body's "imperfection" comes to forge a predominant aspect of the superheroic self. Such moves, originally part of the Silver Age strategy to stimulate sympathy, enhance psychological depth, and raise the dramatic stakes, developed further in such later series as "The Human Fly, Strikeforce: Morituri," and the landmark graphic novel "The Death of Captain Marvel," all examined in this volume. Death and disability, presumed routinely absent or denied in the superhero genre, emerge to form a core theme and defining function of the Silver Age and beyond."
Photoshop is the tool of the modern artist and provides everything you need to succeed as a designer in the popular and growing video games and movie industries. Featuring thorough guidance from the point of installing Photoshop to the creation of your very first concept, this reboot of the definitive beginner's guide to digital painting is sure to both educate and inspire. Photoshop is an expansive and daunting piece of software, but in-depth tutorials and insightful exercises will help even a complete novice build up the skills they need to bring their own imagination to life as digital concepts. This second edition of Beginner's Guide to Digital Painting in Photoshop is a complete resource for any artist wanting to start their adventure into the world of digital art.
Create the Gotham for your Batman, the African savannah for your Simba, or the bustling newsroom for your Clark Kent. Background, setting, environment.whatever you call it, it is the silent character in the visual story, and a dynamic and compelling setting can define and hone the action and drama of your story. If you're in the habit of creating disembodied characters or adding backgrounds as an afterthought, Set the Action! will help you understand and utilize the importance of the setting in your narrative. Understand perspective, blocking, and color-and focus your narrative by establishing and designing your setting to interact with characters and story.
Animation art is among the most popular contemporary art forms. It captivates the imagination and awakens the child in us. With nearly 6800 pieces of animation art illustrated in this exciting book, most in color, Jeff Lotman covers the early period of animation, from the founding of the Winsor McKay Studio in 1911 to 1954 (a future volume will continue to the present). The art illustrated was offered at auction, which means that it is in the marketplace, an important fact for collectors. In addition to the 6,800 illustrated pieces, there is a listing of sales for several thousand additional pieces for which illustrations were unavailable. The book contains prices paid for the pieces at auction, making it a wonderful tool for assigning value. Mr. Lotman also shares his expansive knowledge of the art and the collecting. The animation process is explained in detail and important information for collectors is shared. This is easily the most comprehensive heavily illustrated view of animation art ever produced. It is a must have for every collector.
A monstrously big guide that teaches you how to draw the silliest
and scariest zombies, vampires, witches, ghouls, and other creepy
cartoon favorites.
La Nuit by Hello Marine A5 Notebook is a fun object of the eighties. We love the tropical neon on this cover! This soft-covered paperback notebook has full-colour artwork on the front and back cover by the best illustrators and artists from around the world. 140 pages of 5mm dot-grid paper is an excellent canvas for bullet journaling, list-making, all forms of writing and doodling. Bring it everywhere you go. Handsome exposed, section-sewn binding means the notebook lies flat when open on any page. Soft-covered paperback notebook. Full-colour artwork on front and back cover. 140, lined printed pages. Exposed, section-sewn binding. Matching black dip-dyed edges. Lays flat. Hello Marine is a French illustrator and printmaker living in the UK. She was raised in Paris and the southwest of France. Hello Marine's style is bold, colourful, and joyful. Her illustrations appeal to adults and children alike.
Sketch with Asia is the first major publication from online manga-inspired art phenomenon, Asia Ladowska. Asia blends her talent for hyper-realism with her passion for manga, creating the distinctive artistic style she is well-loved and recognized for. Further to her regular and inspirational #SketchwithAsia challenge on Instagram (where she has over 900k followers), now explore this beautifully presented 168 page art book to discover an even more detailed exploration of Asia's processes as she creates her art. From faces and expressions, to hair, hands, and more, learn how she draws both traditionally or digitally, and how she so successfully employs colored markers and pencils to complete her art. The fascinating book also includes a collection of Asia's finished artwork, including exciting pieces created especially for this publication. Presented in an entertaining and easy-to-read way, this book is a unique resource for fans of manga, for fans of Asia herself, and for any aspiring artist sharing their art in a modern world.
World War I was the first war in which the pictorial full color poster played a major propaganda role. The era's greatest illustrators and fine artists contributed their energies to produce hundreds of great and classic posters. A surprising number of these posters have survived and many are still found in attics and barns today. This book illustrates over 450 World War I posters that were produced in the United States, Canada, and Europe. Many great classics are featured, but numerous less dramatic posters are also included which still have much historic importance. The text discusses the history of World War I posters and how they were designed and printed by color lithography. The book also devotes considerable attention to issues relevant to collectors: condition, conservation, display, and value. World War I posters are increasing in recognition and value as new collectors discover the beauty and power of these historic artifacts. |
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