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~ The sky of the longing for memories ~ The Art of Makoto Shinkai by Makoto Shinkai
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All Colour but the Black: The Art of Bleach: All Colour But the Black
Tite Kubo - 2006
Ichigo Kurosaki never asked for the ability to see ghosts--he was born with the gift.See the world of
Bleach
in a blast of color! This art book contains Tite Kubo's vibrant illustrations, including art from Volumes 1-19 of the series, as well as an annotated art guide and some extra character information!
The Art of Mass Effect
Dan Birlew - 2007
The challenge of creating a plausible vision for humanity and a galaxy of ancient and exotic alien races was given to BioWare's talented art and design teams. They began in a formless void and shaped their worlds, their races, and their civilizations to finish with a living breathing setting exclusive to the Xbox 360.From a massive space citadel whose origins are lost in time to the utilitarian clothing of frontier colonists, each component, whether small or colossal, anomalous or common, within Mass Effect's universe need to be brought to detailed life.In this stunning volume, take an exclusive step back to when this universe was still forming in this compilation of art, images, and commentary taken directly from the artists' sketchbooks as they created the universe of Mass Effect.
Uzumaki: The Art of Naruto
Masashi Kishimoto - 2004
The book also includes an extensive interview with creator Masashi Kishimoto, step-by-step details on the process of creating a Naruto illustration, 20 pages of notes from the author about each image in the book and a beautiful double-sided poster!
The Human Figure in Motion
Eadweard Muybridge - 1955
Containing 4,789 photographs, it illustrates some 163 different types of action: elderly man lifting log, woman sweeping, woman climbing ladder, men boxing and wrestling, child crawling, man lifting weight, man jumping, and 155 other types of action, some of which are illustrated by as many as 62 different photographs. Taken at speeds ranging up to 1/6000th of a second, these photographs show bone and muscle positions against ruled backgrounds. Almost all subjects are undraped, and all actions are shown from three angles: front, rear, and three-quarter view. These historic photographs, one of the great monuments of nineteenth-century photography, are reproduced original size, with all the clarity and detail of the originals. As a complete thesaurus of human action, it has never been superseded. Muybridge was a genius of photography, who had unlimited financial, technical, and scientific backing at the University of Pennsylvania. This volume presents the final selection from more than 100,000 negatives made at an expenditure of more than $50,000. It has never been superseded as a sourcebook for artists, students, animators, and art directors. "An unparalleled dictionary of action for all artists, photographers." — American Artist."Impressive and valuable collection." — Scientific American.
Framed Ink: Drawing and Composition for Visual Storytellers
Marcos Mateu-Mestre - 2010
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.
Tim Burton's Nightmare Before Christmas: The Film, the Art, the Vision
Frank T. Thompson - 1993
He seems so real, so alive, that we believe both he and his fantastical worl must somehow exist.But in reality it is not Jack who is the star of the show; it is the over 140 artists and technicians who spent more than two years bringing Jack and all his cohorts to life on the sceen. Every gesture Jack makes was created by a human hand, by an animator who moved the puppet in tiny increments from fram to frame. Every character, every set, every prop - even the candy dances - had to be designed and then actually fabricated by someone. This book tells the true story of the film, highlighting the art and the vision that make the movie so memorable.
Gleaming: The Art of Laia Lopez
Laia López - 2019
In her own words: From recreating my dad's arts and crafts to releasing my own art book. All the way from Barcelona, I present this book, the result of no small amount of hard work, love and dedication, a publication to share some of the work I've put out on social networks. Inside you'll find a compilation of my favorite illustrations to date, as well as some unpublished creations. Gleaming is a little piece of me I give to you, in which I explain my methods and techniques, tips, anecdotes and the intentions hidden away behind my projects, so you can see just how intensely art shines in my day-to-day life.
The Art of Loish: A Look Behind the Scenes
Lois van Baarle - 2016
Since then, her work has become very popular across the internet, with her Facebook followers closing in on one million and her Twitter account watched by over nineteen thousand eager eyes. The Art of Loish is her first "art of" book, and will examine her inspirations while showcasing some of her early work. Following this, the reader will learn how she developed her very distinctive style and discover advice as she discusses her working methods, offering tips on a variety of techniques that she utilizes in her art every day! The additional exclusive content of this book makes it a must-have for any lover of Loish's work!
The Art of The Last of Us
Rachel Edidin - 2013
Featuring concept art, character designs, and astonishing settings and landscapes, The Art of The Last of Us provides a unique look at one of the gaming world’s most eagerly anticipated titles.
The Great American Pin-Up
Charles G. Martignette - 1996
It describes the genre's origins and development, showcasing the most important artists.
The Anime Art of Hayao Miyazaki
Dani Cavallaro - 2006
Princess Mononoke and Spirited Away were critically acclaimed upon U.S. release, and the earlier My Neighbor Totoro and Kiki's Delivery Service have found popularity with Americans on DVD. This critical study of Miyazaki's work begins with an analysis of the visual conventions of manga, Japanese comic books, and anime; an overview of Japanese animated films; and a consideration of the techniques deployed by both traditional cel and computer animation. This section also details Miyazaki's early forays into comic books and animation, and his output prior to his founding of Studio Ghibli. Part Two concentrates on the Studio Ghibli era, outlining the company's development and analyzing the director's productions between 1984 and 2004, including Castle in the Sky, My Neighbor Totoro and his newest film, Howl's Moving Castle. The second section also discusses other productions involving Studio Ghibli, including Grave of the Fireflies and The Cat Returns. Appendices supply additional information about Studio Ghibli's merchandise production, Miyazaki's global fan base, and the output of other Ghibli directors.
Atlas of Human Anatomy for the Artist
Stephen Rogers Peck - 1951
It includes sections on bones, muscles, surface anatomy, proportion, equilibrium, and locomotion. Other unique features are sections on the types of human physique, anatomy from birth toold age, an orientation on racial anatomy, and an analysis of facial expressions. The wealth of information offered by the Atlas ensures its place as a classic for the study of the human form.
Fashion: The Collection of the Kyoto Costume Institute - A History from the 18th to the 20th Century
Akiko Fukai - 2002
A person's clothing, whether it's a sari, kimono, or business suit, is an essential key to his or her culture, class, personality, or even religion. The Kyoto Costume Institute recognizes the importance of understanding clothing sociologically, historically, and artistically. Founded in 1978, the KCI holds one of the world's most extensive clothing collections and has curated many exhibitions worldwide. With an emphasis on Western women's clothing, the KCI has amassed a wide range of historical garments, underwear, shoes, and fashion accessories dating from the 18th century to the present day. Showcasing a vast selection of skilled photographs from the Institute's archives, depicting the clothing expertly displayed and arranged on custom-made mannequins, Fashion is a fascinating excursion through the last three centuries of clothing trends.From a rare treasure such as a 17th century iron corset with embroidered bodice to modern-day outfits by such designers as Yves Saint Laurent and Calvin Klein, the collection provides an extensive overview of the evolution of women's fashion. The KCI believes that "clothing is an essential manifestation of our very being" and their passion and dedication positively radiate from every page of this book. It offers an opportunity to see how our ancestors dressed, to consider the amazing accomplishments of contemporary fashion, and to imagine how our descendants may dress in the distant future as clothing design continues on its tireless evolutionary path.
The Art of BioShock Infinite
Ken Levine - 2013
See the evolution of Sky-Hooks, Heavy Hitters, the populace of Columbia, Vigors, airships, and much more! * BioShock Infinite won over 75 video game awards, including Best Original Game and Best of Show! * Introduction by creative director Ken Levine.