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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art
A compelling visual portrait of a time, place, and subculture that raised a middle finger to modern society Oh So Pretty: Punk in Print 1976-80 is an unrivalled collection of visually striking ephemera from Britain's punk subculture. It presents 500 artefacts - 'zines,' gig posters, flyers, and badges - from well-known and obscure musical acts, designers, venues, and related political groups. While punk was first and foremost a music phenomenon, it reflected a DIY spirit and instantly recognizable aesthetic that was as raw and strident and irrepressible as the music. As disposable as the items in this book once were, together they tell a story about music, history, class, and art, and document a seismic shift in society and visual culture.
By turns hilarious, satirical, and brilliant, David Shrigley's full-page illustrations a combination of drawing, comics, photography, and sculpture are sui generis: uproariously funny, pleasantly unnerving, and, most of all, really, really cool. Neither "graphic novel" nor "art book," What the Hell Are You Doing? celebrates the surreal world of the artist who created Ants Have Sex in Your Beer and To Make the Meringue You Must Beat the Egg Whites Until They Look Like This the man Dave Eggers calls "probably the funniest gallery-type artist who ever lived."
A visual feast of 400 dazzling images, this is a comprehensive survey of the genre over the last century. The book also offers an overview of the development of fashion, as seen through the eyes of the greatest illustrators of the day. Early in the century, fashion illustration reflected new, liberating currents in art and culture, such as the exoticism of the Ballets Russes, while the postwar period saw inspiration from the great Parisian couturiers. After the dominance of the celebrity fashion photographer in the 60s, a new generation of illustrators emerged, embracing the medium of the computer, while many returned to more traditional techniques.
The complete guide to amazing digital illustration techniques! Are you an animator, an illustrator, a designer? Or an artist working in multiple digital fields at once? If so, this is the book for you! Manga & Anime Digital Illustration Guide takes you inside the studios of 12 professional Japanese artists and animators. In this book, you will learn the techniques used by the pros to draw and design characters for a variety of commercial and creative platforms. Follow the step-by-step lessons to learn how to create amazing characters and illustrations, and forge your own pathway in the world of creative careers Learn the pro techniques for a wide variety of modern applications, such as: Smartphone apps, anime films and video games Posters, covers, advertisements and special effects Fan art and fantasy fiction illustrations Illustrated books, manga and graphic novels Pull up a chair for this collection of private tutorials and let the experts show you how they work. Learn the tips and techniques that lead to unforgettable illustrations!
**THE SUNDAY TIMES BESTSELLER** A hilarious collection of Hercule Van Wolfwinkle's 'extremely realistic' pet portraits. Warning: may not be suitable for anyone who actually likes animals or has the ability to see. Not only does Hercule's unusual talent shine through on every page, each portrait is captioned with a review written by its bewildered recipient: "Tell ya what mate, why don't you get back to me when you've drawn a picture of my actual dog" "It gets worse and worse the more your eyes scan down the page. Which is really quite the achievement given how bad her face looks" "We really miss Marley. If I ever think I might be forgetting what he looked like, I can gaze at your portrait and know it was nothing like that."
Wonder Woman, Amazon Princess; Asterix, indefatigable Gaul; Ozymandias, like Alexander looking for new worlds to conquer. Comics use classical sources, narrative patterns, and references to enrich their imaginative worlds and deepen the stories they present. Son of Classics and Comics explores that rich interaction. This volume presents thirteen original studies of representations of the ancient world in the medium of comics. Building on the foundation established by their groundbreaking Classics and Comics (OUP, 2011), Kovacs and Marshall have gathered a wide range of studies with a new, global perspective. Chapters are helpfully grouped to facilitate classroom use, with sections on receptions of Homer, on manga, on Asterix, and on the sense of a 'classic' in the modern world. All Greek and Latin are translated. Lavishly illustrated, the volume widens the range of available studies on the reception of the Greek and Roman worlds in comics significantly, and deepens our understanding of comics as a literary medium. Son of Classics and Comics will appeal to students and scholars of classical reception as well as comics fans.
Doc Savage is the prototype of the modern fictional superhero. The character exploded onto the scene in 1933, with the Great Depression and the gathering clouds of war as a cultural backdrop. The adventure series is examined in relation to historical events and the changing tastes of readers, with special attention paid to the horror and science fiction elements. The artwork features illustrations, covers, and original art. Chapters cover Doc Savage paperbacks, pulp magazines, comic books, and fanzines, and an appendix offers biographies of all major contributors to the series.
For over thirty years, besides making music, David Byrne has focused his unique genius upon forms as diverse as the archaeology of music as we know it, architectural photography and the uses of PowerPoint. Now he presents his most personal work to date, a collection of drawings exploring the form of the tree diagram. Arboretum is an eclectic blend of science, automatic writing, self-analysis and satire. A journey through irrational logic - the application of scientific rigour and form to irrational premises, proceeding from careful nonsense to unexpected sense. The tree diagram is a form that might reveal more about yourself than you dreamed possible.
Mention Shaft and most people think of Gordon Parks' seminal 1971 film starring Richard Roundtree in a leather coat, walking the streets of Manhattan to Isaac Hayes' iconic theme music. But the black private dick who inspired the blaxploitation film genre actually made his debut on the printed page as the creation of a white novelist. Ernest Tidyman was a seasoned journalist down on his luck when he decided to try his hand at fiction. Shaft was the result, giving Tidyman the break he was looking for. He went on to become an Academy Award winning screenwriter and respected film producer. Based on extensive research of Tidyman's personal papers, this book tells the story of Shaft from the perspective of his creator. The author provides new insight and analysis of the writing of the Shaft novels, as well as the production of the films and TV series. First-ever coverage of the forgotten Shaft newspaper comic strip includes previously unseen artwork. Shaft's recent reappearance on the printed page is discussed, as well as his imminent return to the big screen.
"How" "to Draw Noir Comics: The Art and Technique of Visual Storytelling" is an instructional book based on the cinematic, high contrast noir style of acclaimed comic book and graphic novel illustrator, Shawn Martinbrough. Martinbrough's work has been published by DC Comics, Vertigo and Marvel Comics, illustrating stories ranging from Batman to the X-Men. This is his first book, released through Watson-Guptill Publications and The Nielsen Company. In "How to Draw Noir Comics," Martinbrough shows how the expert use of the color black is critical for drawing noir comics. He demonstrates how to set a mood, design characters and locations, stage action and enhance drama, and discusses important topics like page layout, panel design, and cover design. "How to Draw Noir Comics" includes "The Truce," an original graphic novel written and illustrated by Martinbrough which incorporates the many lessons addressed throughout the book, and has an introduction by critically-acclaimed novelist Greg Rucka, author of the graphic novel "Whiteout," currently in production as a major motion picture.
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.
Contributions by Michelle Ann Abate, William S. Armour, Alison Bechdel, Jennifer Camper, Tesla Cariani, Matthew Cheney, Hillary Chute, Edmond (Edo) Ernest dit Alban, Ramzi Fawaz, Margaret Galvan, Justin Hall, Lara Hedberg, Susanne Hochreiter, Sheena C. Howard, Rebecca Hutton, remus jackson, Keiko Miyajima, Chinmay Murali, Marina Rauchenbacher, Katharina Serles, Sathyaraj Venkatesan, and Lin Young The LGBTQ+ Comics Studies Reader explores the exemplary trove of LGBTQ+ comics that coalesced in the underground and alternative comix scenes of the mid-1960s and in the decades after. Through insightful essays and interviews with leading comics figures, volume contributors illuminate the critical opportunities, current interactions, and future directions of these comics. This heavily illustrated volume engages with the work of preeminent artists across the globe, such as Howard Cruse, Edie Fake, Justin Hall, Jennifer Camper, and Alison Bechdel, whose iconic artwork is reproduced within the volume. Further, it addresses and questions the possibilities of LGBTQ+ comics from various scholarly positions and multiple geographical vantages, covering a range of queer lived experience. Along the way, certain LGBTQ+ touchstones emerge organically and inevitably-pride, coming out, chosen families, sexual health, gender, risk, and liberation. Featuring comics figures across the gamut of the industry, from renowned scholars to emerging creators and webcomics artists, the reader explores a range of approaches to LGBTQ+ comics-queer history, gender and sexuality theory, memory studies, graphic medicine, genre studies, biography, and more-and speaks to the diversity of publishing forms and media that shape queer comics and their reading communities. Chapters trace the connections of LGBTQ+ comics from the panel, strip, comic book, graphic novel, anthology, and graphic memoir to their queer readership, the LGBTQ+ history they make visible, the often still quite fragile LGBTQ+ distribution networks, the coded queer intelligence they deploy, and the community-sustaining energy and optimism they conjure. Above all, The LGBTQ+ Comics Studies Reader highlights the efficacy of LGBTQ+ comics as a kind of common ground for creators and readers.
This book focuses on the Ashburnham Pentateuch, an early medieval illuminated manuscript of the Old Testament whose pictures are among the earliest surviving and most extensive biblical illustrations. Dorothy Verkerk shows how the lively and complex illustrations of Genesis and Exodus, which incorporate references to contemporary life, were used to explain important church teachings. She provides a key to understanding the relationship between the text and pictures. Verkerk also argues that the manuscript was created in Italy, thereby solving a mystery that has baffled scholars for the last century and demonstrating that early medieval Italian artists were capable of complex innovations in the field of the visual arts.
With grace, poetry, clarity, and expert knowledge, artist Etienne Appert brings us a book about the very origins of the art of illustration-what it means and why it exists. "Why do you draw?" A simple question by a young boy moves the author to travel with him down the River of Ink, which flows from the present day back to the very first illustration drawn by a human. Along the way, they visit legendary artists of the past and encounter personal tales that explore the philosophy of communication through drawing. Why do we draw? It's a simple question with a spellbinding and complex answer with an entirely new and entertaining look at the history of art. Also featured is an illustrated interview between Appert and comics master Scott McCloud (Understanding Comics, The Sculptor) that no reader should miss!
Nowadays, pretty much anyone with a computer and a working copy of Photoshop can call themselves an artist. That's very nice, but compared to one of the grand masters of fantasy art, they might as well be fiddling with an Etch-A-Sketch! Ken Barr is old-school masterful, and defines what it is to create whole new worlds of wonder. His storied career is filled with outstanding movie and television projects, science fiction and fantasy book covers, and many iconic images from the glory days of "Marvel Comics". Long before the emergence of such superstar painters as Alex Ross and Joe Jusko, Ken Barr was blazing a trail of acrylic glory, giving fanboys a clear picture of what their heroes would look like in the real world. For the first time ever, a massive collection of Ken's favorite pieces have been assembled for this personal showcase.If you appreciate the intense quality and power this man brings to his work, or just have a fond memory of seeing your favorite character brought to life for the first time, then this book will be a pure pleasure!
Stefano Mazzotti and Vincenzo Silvestroni, that wild duo that put massive heat in the "Velvet Love" series, is back again with a new collection of blistering images and concepts! Tattoos are the subject - ink on girls to be more specific! A showcase of young ladies are illustrated, and then illustrated upon, each relating their own unique story as to the whys and where's (like which part of their most personal real estate is about to get a forever makeover!). Let's face it - tattoos are hot, and cute girls who want them are even hotter! The "Velvet Love" team is certainly up to the challenge of making all this happen - the resulting book is jaw-dropping perfection!
From bed head to battle hair, the way you style your manga character's hair can make or break their look. In this guide, discover hundreds of styles to transform your sketches into amazing illustrations. How to Draw Hairstyles for Manga includes: Detailed information on how hair influences characters and scenes, how it grows and moves, common male and female hairstyles, and more! Step-by-step instruction for sectioning and drawing hair to achieve more realistic looks. Plus, learn tips and tricks for taking styles up a notch. 600+ illustrations showing hundreds of hairstyles from multiple angles. From French braids and ponytails to defying gravity with underwater looks and epic battle scene styles, this book has it all! With step-by-step guidance and hundreds of sample illustrations, this is your must-have guide to drawing hairstyles for your manga characters. What are you waiting for? Grab your supplies and get started drawing with style!
Nowadays, pretty much anyone with a computer and a working copy of Photoshop can call themselves an artist. That's very nice, but compared to one of the grand masters of fantasy art, they might as well be fiddling with an Etch-A-Sketch! Ken Barr is old-school masterful, and defines what it is to create whole new worlds of wonder. His storied career is filled with outstanding movie and television projects, science fiction and fantasy book covers, and many iconic images from the glory days of "Marvel Comics". Long before the emergence of such superstar painters as Alex Ross and Joe Jusko, Ken Barr was blazing a trail of acrylic glory, giving fanboys a clear picture of what their heroes would look like in the real world. For the first time ever, a massive collection of Ken's favorite pieces have been assembled for this personal showcase.If you appreciate the intense quality and power this man brings to his work, or just have a fond memory of seeing your favorite character brought to life for the first time, then this book will be a pure pleasure!
Published soon after his untimely death, this spirited memoir of the artist and illustrator Randolph Caldecott (1846-1886) will appeal as much for its value as a portrait composed by a close acquaintance, as for the many drawings it contains. Written by Henry Blackburn (the editor of the London Society, 'an illustrated magazine of light and amusing literature' to which Caldecott contributed a number of drawings), it uses a style similar to that of Caldecott himself, who often peppered his papers, personal letters to family and friends, and even official documents with small sketches. These would take as their subject some humorous remark, or simply illustrate the content of the text. Beyond illustration (in which he was highly successful) Caldecott had a varied career as a sculptor and oil painter (exhibiting at the Royal Academy) and as a watercolourist, being elected to the Royal Institute of Watercolour Painting in 1872.
In the Soviet Union of the 1920s, the most prominent avant-garde artists were eager children's book illustrators. Reaching a mass audience of unformed, malleable young people appealed to their commitment to an art manifesto based on the creation of a new kind of person for the revolutionary age. At the same time, the opportunity to work for good pay along with a low risk of censorship were practical attractions. The Constructivist artists drew considerable attention in the West for their brilliant creativity in using geometric designs, machine-age forms, and an architectural sense of space in their approach to the visual arts. Rejecting easel painting as a passe bourgeois preoccupation, they turned to designing and mythologizing objects of everyday use. In a major reassessment of their work, Evgeny Steiner forcefully demonstrates that the Constructivists were as committed to implementing Utopia-regardless of the human cost-as their establishment counterparts. Basing his work almost completely on primary sources-Russian picture books from the Russian State Library, private collections, and publishers' archives-Evgeny Steiner tells his story in deft prose with a wry sense of humor. The solidness of his sources, the range of his interests, and the depth of his understanding of Russian life combine to make this an unusually perceptive book on a fascinating cultural issue that combines the visual arts, literature, and politics.
R. Sikoryak is the master of the pop culture pastiche. In Masterpiece Comics, he interpreted classic literature with defining twentieth-century comics. With Terms and Conditions, he made the unreadable contract that everyone signs, and no one reads, readable. He employs his magic yet again to investigate the very framework of the country with Constitution Illustrated. By visually interpreting the complete text of the supreme law of the land with more than a century of American pop culture icons, Sikoryak distills the very essence of the government legalese from the abstract to the tangible, the historical to the contemporary. Among Sikoryak s spot-on unions of government articles and amendments with famous comic-book characters: the Eighteenth Amendment that instituted prohibition is articulated with Homer Simpson running from Chief Wiggum; the Fourteenth Amendment that solidifies citizenship to all people born and naturalized in the United States is personified by Ms. Marvel; and, of course, the Nineteenth Amendment offering women the right to vote is a glorious depiction of Wonder Woman breaking free from her chains. American artists from George Herriman (Krazy Kat) and Charles Schulz (Peanuts) to Raina Telgemeier (Sisters) and Alison Bechdel (Dykes to Watch Out For) are homaged, with their characters reimagined in historical costumes and situations. We the People has never been more apt.
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 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! |
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