Book picks similar to
Thomas Heatherwick: Making by Thomas Heatherwick
architecture
design
art
creativity
Magnum Stories
Chris Boot - 2004
The book explores the influences that have affected the photo story, such as key twentieth century events and the life of photographic magazines such as Newsweek, Time, and Paris Match, all of which have helped to define the genre.
The Architectural Uncanny: Essays in the Modern Unhomely
Anthony Vidler - 1992
Anthony Vidler interprets contemporary buildings and projects in light of the resurgent interest in the uncanny as a metaphor for a fundamentally unhomely modern condition. The essays are at once historical--serving to situate contemporary discourse in its own intellectual tradition and theoretical--opening up the complex and difficult relationships between politics, social thought, and architectural design in an era when the reality of homelessness and the idealism of the neo-avant-garde have never seemed so far apart.Vidler, one of the deftest and surest critics of the contemporary scene, explores aspects of architecture through notions of the uncanny as they have been developed in literature, philosophy, and psychology from the beginning of the nineteenth century to the present. He interprets the unsettling qualities of today's architecture--its fragmented neo-constructivist forms reminiscent of dismembered bodies, its seeing walls replicating the passive gaze of domestic cyborgs, its historical monuments indistinguishable from glossy reproductions - in the light of modern reflection on questions of social and individual estrangement, alienation, exile, and homelessness.Focusing on the work of architects such as Bernard Tschumi, Rem Koolhaas, Peter Eisenman, Coop Himmelblau, John Hejduk, Elizabeth Diller, and Ricardo Scofidio, as well as theorists of the urban condition, Vidler delineates the problems and paradoxes associated with the subject of domesticity.
Takashi Murakami
Takashi Murakami - 2007
Drawing from street culture, high art, and traditional Japanese painting, Murakami takes the contemporary art trend of mixing high and low to an unprecedented level (critics call him the new Warhol), producing original paintings and sculptures as well as mass-produced consumer objects such as toys, books, and most famously, a line of handbags for Louis Vuitton. A committed supporter and spokesperson for Japanese artists and a powerful commentator on postwar culture and society, Murakami has organized influential exhibitions of Japanese art as well as a biannual art fair in Tokyo. Murakami has positioned himself as a new type of artist for the twenty-first century: a hybrid of creator, entrepreneur, and cultural ambassador.In conjunction with the first major retrospective of his work, Murakami traces Murakami’s global impact socially, culturally, and art historically. Essays focus on Murakami’s early works, which were based on a social critique of Japan’s rampant consumerism; the development of his characters; his work with anime, fantasy; otaku culture; and his engagement with global pop culture. Representing output from original works of art to mass-produced multiples, the catalogue also considers the implications of Murakami’s working methods within the tradition of the Western avant-garde.
100 Ideas That Changed Graphic Design
Steven Heller - 2012
The 100 entries, arranged broadly in chronological order, range from technical (overprinting, rub-on designs, split fountain); to stylistic (swashes on caps, loud typography, and white space); to objects (dust jackets, design handbooks); and methods (paper cut-outs, pixelation).
Cartoon Animation
Preston Blair - 1980
By following his lessons, you can make any character—person, animal, or object—come to life through animated movement!Animation is the process of drawing and photographing a character in successive positions to create lifelike movement. Animators bring life to their drawings, making the viewer believe that the drawings actually think and have feelings. Cartoon Animation was written by an animator to help you learn how to animate. The pioneers of the art of animation learned many lessons, most through trial and error, and it is this body of knowledge that has established the fundamentals of animation. This book will teach you these fundamentals. Animators must first know how to draw; good drawing is the cornerstone of their success. The animation process, however, involves much more than just good drawing. This book teaches all the other knowledge and skills animators must have. In chapter one, Preston Blair shows how to construct original cartoon characters, developing a character’s shape, personality, features, and mannerisms. The second chapter explains how to create movements such as running, walking, dancing, posing, skipping, strutting, and more. Chapter three discusses the finer points of animating a character, including creating key character poses and in-betweens. Chapter four is all about dialogue, how to create realistic mouth and body movements, and facial expressions while the character is speaking. There are helpful diagrams in this chapter that show mouth positions, along with a thorough explanation of how sounds are made using the throat, tongue, teeth, and lips. Finally, the fifth chapter has clear explanations of a variety of technical topics, including tinting and spacing patterns, background layout drawings, the cartoon storyboard, and the synchronization of camera, background, characters, sound, and music. Full of expert advice from Preston Blair, as well as helpful drawings and diagrams, Cartoon Animation is a book no animation enthusiast should be without.
Why Architecture Matters
Paul Goldberger - 2009
The purpose of Why Architecture Matters is to "come to grips with how things feel to us when we stand before them, with how architecture affects us emotionally as well as intellectually" — with its impact on our lives. "Architecture begins to matter," writes Paul Goldberger, "when it brings delight and sadness and perplexity and awe along with a roof over our heads." He shows us how that works in examples ranging from a small Cape Cod cottage to the "vast, flowing" Prairie houses of Frank Lloyd Wright, from the Lincoln Memorial to the highly sculptural Guggenheim Bilbao and the Church of Sant'Ivo in Rome, where "simple geometries...create a work of architecture that embraces the deepest complexities of human imagination."Based on decades of looking at buildings and thinking about how we experience them, the distinguished critic raises our awareness of fundamental things like proportion, scale, space, texture, materials, shapes, light, and memory. Upon completing this remarkable architectural journey, readers will enjoy a wonderfully rewarding new way of seeing and experiencing every aspect of the built world.
The Art of Discworld
Terry Pratchett - 2004
It's a world bursting with magic, a land of contrasts and extremes, from the bustling metropolis of Ankh-Morpork, the oldest city on the Disc (now ruled with an iron hand in a velvet glove by the Patrician, Lord Vetinari), to the ancient empire of Klatch, where there are fifteen words for assassination. There's the mysterious continent XXXX, or Foureks, about which nothing anyone has ever heard is really an exaggeration, the tiny kingdom of Lancre and the dark country of Uberwald, where things do go bump in the night. And then there are the inhabitants: the witches Granny Weatherwax, Nanny Ogg, Magrat Garlick (now a Queen, of course). There are wizards galore, Archchancellor Mustrum Ridcully, the Librarian, Rincewind, the Bursar . . . there are the History Monks and the ancient Vampyre families. There are great heroes, like Cohen the Barbarian and his Silver Horde, Sam Vimes, Captain Carrot and the men* of the City Watch . . . and there are the ordinary folk like Cut-Me-Own-Throat Dibbler, Foul Ole Ron, the Igors . . . and there's Death.The Discworld might have started out in the imagination of its Creator, Terry Pratchett, but over the past 30 or more books, it has taken on a life of its own.Here, gathered together for the first time, is artist Paul Kidby's own voyage through the Disc, in glorious color and intricate black and white: a cornucopia of characters that have won the hearts of millions of adoring readers the world over:Here is The Art of Discworld. werewolves, zombies, gargoyles, dwards - in fact, menof the Watch are actually few and far between these days.
The Non-Designer's Design Book
Robin P. Williams - 2003
Not to worry: This book is the one place you can turn to find quick, non-intimidating, excellent design help. In The Non-Designer's Design Book, 2nd Edition, best-selling author Robin Williams turns her attention to the basic principles of good design and typography. All you have to do is follow her clearly explained concepts, and you'll begin producing more sophisticated, professional, and interesting pages immediately. Humor-infused, jargon-free prose interspersed with design exercises, quizzes, illustrations, and dozens of examples make learning a snap—which is just what audiences have come to expect from this best-selling author.
Frank Lloyd Wright: The Masterworks
Bruce Brooks Pfeiffer - 1993
In entirely new photographs taken especially for this book by two leading architectural photographers under the direction of co-editor David Larkin, such internationally famous buildings as the Solomon R. Guggenheim Museum and Fallingwater and Wright's homes Taliesin, Taliesin West, and the Oak Park Home and Studio are seen afresh, benefiting from the photographers' special access. Several lesser-known residences, such as Auldbrass Plantation in South Carolina, an array of wooden buildings that is Wright's American alternative to antebellum architecture, the William H. Winslow house in River Forest, Illinois, one of the architect's earliest and most surprisingly decorative houses, and the Kenneth Laurent house in Rockford, Illinois, a masterful curvilinear design, are seen in full color and demonstrate dimensions of Wright's work less often seen before. Public buildings, such as the dramatic concrete, glass, and steel Marin County Civic Center and Beth Sholom Synagogue show Wright as engineering virtuoso as well as creative architect. In addition to these existing masterworks, only the most famous of which are open to the public, the book covers buildings that have been demolished, notably the Larkin Company Administration Building, Midway Gardens, and the Imperial Hotel, which are represented here by drawings and rich archival photographs. Each of the buildings is presented from conceptual sketch, plan, or drawing to finished masterwork, andeach is accompanied by an in-depth essay detailing the development of the work. Extensive quotes from Wright's writings, unpublished talks, and private letters to the clients give valuable insight into the architect's own thinking about each commission. Never before has Wright's architecture been presented so elaborately in one volume.
Brain Storm: Unleashing Your Creative Self
Don Hahn - 2011
But, for many of us, accessing our creative core is difficult, if not impossible. Now, acclaimed film producer Don Hahn offers his own unorthodox, yet highly effective methods for reawakening the creative spirit. Blending personal and often hilarious anecdotes with presciptive advice for rediscovering your creative self, Hahn explores the emotions that accompany creativity and discusses the important of constructing a creative environment. Hahn describes the creative process in stages and lists the forces that drive creativity: balance, chaos, persistence, truth--plus chocolate and coffee. Best of all, he demonstrates how his theories can be put into practice, using his own highly successful career as an example. Filled with humor and empathy, along with some good old-fashioned practical advice, Brain Storm takes readers on an exciting journey to creative greatness.
Draw Furries: How to Create Anthropomorphic and Fantasy Animals
Lindsay Cibos - 2009
From facial expressions to creative coloring, this book contains all the know-how you need to create anthropomorphic cat, dog, horse, rodent and bird characters.Step by step, you'll learn how to:- Draw species-appropriate tails, eyes, wings and other fun details - Give your characters clothes, poses and personalities - Create the perfect backgrounds for your furry antics--with two start-to-finish demonstrations showing howPacked with tons of inspiration--from teeny-bopper bunnies and yorky glamour queens to Ninja squirrels and lion kings--Draw Furries will help you create a world of crazy, cool characters just waiting to burst out of your imagination.
Architecture Without Architects: A Short Introduction to Non-Pedigreed Architecture
Bernard Rudofsky - 1965
He introduces the reader to communal architecture--architecture produced not by specialists but by the spontaneous and continuing activity of a whole people with a common heritage, acting within a community experience. A prehistoric theater district for a hundred thousand spectators on the American continent and underground towns and villages (complete with schools, offices, and factories) inhabited by millions of people are among the unexpected phenomena he brings to light.The beauty of primitive architecture has often been dismissed as accidental, but today we recognize in it an art form that has resulted from human intelligence applied to uniquely human modes of life. Indeed, Rudofsky sees the philosophy and practical knowledge of the untutored builders as untapped sources of inspiration for industrial man trapped in his chaotic cities.
1,000 Type Treatments: From Script to Serif, Letterforms Used to Perfection
Wilson Harvery - 2005
Being able to craft type well and thoughtfully takes a deep understanding of the inherent complexities and a keen eye for the minute and subtle details. This book contains a collection of 1,000 instances of thoughtful type usage along with credits that note what fonts were used in the design. Like its predecessor, 1,000 Graphic Elements, the photography in this book focuses in on the typography so readers can get an up-close look at the work.
1,000 Type Treatments
showcases an array of fonts in a catalog-like format, making it easy for the working designer to practically shop for ideas. The book is organized by style so if a designer has a traditional, elegant, or edgy piece, they can go directly to that section of the book, where they will find a wide collection of fresh ideas in the style they are seeking.Also included is a directory of font foundries and suppliers, providing busy designers with a quick reference guide to where they can find the fonts that pique their interest.
Painting Beautiful Skin Tones with Color & Light: In Oil, Pastel and Watercolor
Chris Saper - 2001
Inside you'll find guidelines for rendering accurate skin tones in a variety of media, including watercolor, oil and pastel.You'll begin with a review of the five essential painting elements (drawing, value, color, composition and edges), then learn how light and color influence the appearance of skin tones. Artist Chris Saper provides the advice and examples that make every lesson and technique easy to understand--immediately improving the quality of your work. You'll discover how to:Paint the four major skin color groups (Caucasian, African American, Asian and Hispanic)Refine these colors into dozens of possible variations within each groupSelect your palette and mix hues for clean, beautiful colorsDetermine the color and temperature of light that falls on your subjectPaint direct and indirect sunlight, artificial light and highlights of lightMaster the four elements that determine color in shadowUse photographic references when you can't paint directly from lifeYou'll also find seven step-by-step demonstrations and an appendix of sample color charts for each major skin type under a range of lighting variations. It's all you need to bring your portraits to life!
The Art of Mass Effect: Andromeda
BioWare - 2017
The award-winning Mass Effect series captured the renegade hearts and paragon souls of gamers everywhere with it's memorable characters, stunning visuals, and visceral combat! Now, journey to a new galaxy with Dark Horse's The Art of Mass Effect Andromeda- featuring never-before-seen art of the hotly anticipated game's characters, arsenal, locations, vehicles, and more! This deluxe hardcover is an essential addition to any gamer's collection!Exclusive never before seen concept art from the making of Mass Effect Andromeda!The comprehensive companion to the wildly anticipated Mass Effect Andromeda!