Book picks similar to
How to Draw Noir Comics: The Art and Technique of Visual Storytelling by Shawn Martinbrough
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Fake Love Letters, Forged Telegrams, and Prison Escape Maps: Designing Graphic Props for Filmmaking
Annie Atkins - 2020
Dublin-based designer Annie Atkins invites readers into the creative process behind her intricately designed, rigorously researched, and visually stunning graphic props. These objects may be given just a fleeting moment of screen time, but their authenticity is vital and their role is crucial: to nudge both the actors on set and the audience just that much further into the fictional world of the film.
Paper Cutting: Contemporary Artists, Timeless Craft
Laura Heyenga - 2011
This gorgeous volume features work from 26 contemporary international artists who are creating images of astonishing intricacy, using little more than paper and blade. Featuring a host of new discoveries and including art by such stars as Nikki McClure, Rob Ryan, and Thomas Allen, as well as a number of emerging practitioners, Paper Cutting is sure to engage art buffs and indie crafters alike. An in-depth introduction by paper art expert Natalie Avella illuminates the rich history of the centuries-old form, and a whimsical preface by beloved artist Rob Ryan rounds out this delightful collection.
The Printmaking Bible: The Complete Guide to Materials and Techniques
Ann d'Arcy Hughes - 2008
At over 400 pages and packed with 1,000 full-color photos and illustrations, The Printmaking Bible is the definitive resource to the ins-and-outs of every variety of serious printmaking technique practiced today.In-depth instructions are accompanied by profiles that show how working artists create their prints. Historical information, troubleshooting tips, and an extensive resource section provide more invaluable tools. Perfect for students, artists, print aficionados, and collectors, this is truly the ultimate volume for anyone involved in this creative and influential art form.
Alla Prima: Everything I Know about Painting
Richard Schmid - 1998
This must have book offers to painters the wisdom and technical savvy of a lifetime. Writing as an acknowledged master, Richard Schmid leads his reader gracefully through the fundamentals and subtleties of painting technique with refreshing clarity, authority and deep affection to all who strive for self-expression, regardless of skill level.
An Atlas of Anatomy for Artists
Fritz Schider - 1957
For more than forty years, this book has been recognized as the most thorough reference work on art anatomy in the world. Now, it recommends itself even more strongly to the serious artist as an important study aid. Among its features are: (1) Clear, systematic presentation, taking the student step by step from the simpler skeletal drawings at the beginning to the more complicated body-in-action sketches at the end. (2) The juxtaposition of anatomical drawings and life photographs, making it easy to compare the inner structure of the body with its outer form. (3) Cross-section drawings that give the artist a thorough understanding of the relation of the muscles to each other, to the bone structure, and to the internal organs of the body. (4) Anatomical action drawings that reveal the interplay of muscles and skeleton in different positions. (5) The comparative proportions of the male, female, child, and adolescent. (6) A supplementary text on important features of each anatomical position, including the action of the muscles and their origin. "I recommend Fritz Schider's Atlas of Anatomy for Artists to those who wish to increase their understanding of the human figure." — Robert Beverly Hale, Lecturer on Anatomy, Art Students League of New York. Adopted by Pratt Institute, Cleveland School of Art, Art Students League of New York, and others.
Alan Moore's Writing for Comics
Alan Moore - 2003
An insightful and eye-opening look into a brilliant creative mind, perfect for Moore devotees and fiction writers of all literary forms looking to hone their craft.
The Sketchbook Challenge: Techniques, Prompts, and Inspiration for Achieving Your Creative Goals
Sue Bleiweiss - 2012
Imagine a supportive community of artists sharing the innermost pages of their sketchbooks and offering you tips and techniques for overcoming creative blocks. That's what The Sketchbook Challenge is all about, and the popular blog of the same name has already inspired thousands. Inside this book, you'll find: · Themes that will motivate you to start your sketchbook—and, more important, keep at it · Tutorials spotlighting such mixed-media techniques as thread sketching, painted papers for collage, digital printing, and much more · Strategies to get off the sketchbook page and start creating inspired art—whether you're into painting, collage, fiber art, or beyond. · In-depth profiles of artists who have taken the Sketchbook Challenge and used it as a launching pad for their own meaningful artwork
The Practice and Science of Drawing
Harold Speed - 1900
One of these principles is what Harold Speed calls "dither," the freedom that allows realism and the artistic vision to play against each other. Very important to any artist or work of art, this quality separates the scientifically accurate from the artistically accurate. Speed's approach to this problem is now considered a classic, one of the few books from the early years of this century that has continued to be read and recommended by those in the graphic arts.In this work, Harold Speed approaches this dynamic aspect of drawing and painting from many different points of view. He plays the historical against the scientific, theory against precise artistic definition. He begins with a study of line drawing and mass drawing, the two basic approaches the artist needs to learn. Further sections carry the artistic vision through unity and variety of line and mass, balance, proportion, portrait drawing, the visual memory, materials, and procedures. Throughout, Speed combines historical backgrounds, dynamic aspects which each technique brings to a work of art, and specific exercises through which the young draughtsman may begin his training. Although not a technique book in the strict sense of the terms, The Practice and Science of Drawing brings to the beginner a clear statement of the principles that he will have to develop and their importance in creating a work of art. Ninety-three plates and diagrams, masterfully selected, reinforce Speed's always clear presentation.Harold Speed, master of the art of drawing and brilliant teacher, has long been cited for this important work. For the beginner, Speed will develop a sense for the many different aspects which go into an artistic education. For the person who enjoys looking at drawings and paintings, Speed will aid developing the ability to see a work of art as the artist meant it to be seen.
Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design
Chris Solarski - 2012
It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc."Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf."— Marc Mason, Comics Waiting RoomVideo games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different. Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium.Also available as an eBook
Artistic Anatomy: The Great French Classic on Artistic Anatomy
Paul Richer - 1971
The original French edition, now a rare collector's item, was published in 1889 and was probably used as a resource by Renoir, Braque, Degas, Bazille, and many others. The English-language edition, first published 35 years ago, brings together the nineteenth century's greatest teacher of artistic anatomy, Paul Richer, and the twentieth century's most renowned teacher of anatomy and figure drawing, Robert Beverly Hale, who translated and edited the book for the modern reader. Now Watson-Guptill is proud to reissue this dynamic classic with an anniversary sticker, sure to inspire drawing students well into our century.
The Monster Book of Manga: Draw Like the Experts
Estudio Joso - 2006
Estudio Joso creates the ultimate guide to illustration—384 pages of manga instruction. The Monster Book of Manga is divided into sections focusing on the most figures and themes—Girls, Boys, Samurais, Monsters, and more. Each illustration is broken down into six stages accompanied by step-by-step instructions, taking the artist from initial back-and-white sketches to the final color piece. They are all accompanied by practical suggestions, hints, and tips.
Making Faces: Drawing Expressions for Comics and Cartoons
8fish - 2008
But face it, your stories can only get so far with happy, sad and angry. In order to give your characters some character, you need to know what they look like when they're about to sneeze, when they smell something stinky or when they're flirting, horrified or completely blotto. Lucky for you, that's what this book is all about!Making Faces contains everything you need to give your characters a wide range of expressions!Part 1: The Basics. How to draw heads, mouths, noses and eyes, and how they change shape when they move.Part 2: The Faces. Over 50 step-by-step demonstrations for a variety of expressions divided into scenarios. Each scenario shows four or five expressions from a single character, from simple emotions to more subtle and complex variations, so you see how a face changes with each emotion. Sidebars illustrate the same expressions on a variety of other characters.Part 3: Storytelling.How to move your story along using expression, point of view, body language and composition. See how it all comes together with damsels in distress, a noir-style interrogation, a Western standoff and other situations.Illustrated with a diverse cast of characters from hobos to superheroes to teenage girls, this guide will help you create the looks that say it all.
Illustration Now! Volume 3
Julius Wiedemann - 2009
A fascinating mix of established master draftsmen and neophytes, working in a vast range of techniques, Illustration Now! Vol. 3 features illustrators from 30 countries, including information about their career paths, and lists of selected exhibitions. Also included is an introduction by specialist Steven Heller on current trends in the field. This book is perfect for graphic artists, creative professionals and illustration students, as well as anyone with an appreciation for draftsmanship and visual language.
The DC Comics Guide to Writing Comics
Dennis O'Neil - 2001
Readers will discover the various methods of writing scripts (full script vs. plot first), as well as procedures for developing a story structure, building subplots, creating well-rounded characters, and much more. O’Neil also explains the many diverse formats for comic books, including graphic novels, maxi-series, mega-series, and adaptation. Of course, there are also dozens of guidelines for writing proposals to editors that command attention and get results.
Directing the Story: Professional Storytelling and Storyboarding Techniques for Live Action and Animation
Francis Glebas - 2008
They will learn classic visual storytelling techniques such as conveying meaning with images and directing the viewer's eye. Glebas also teaches how to spot potential problems before they cost time and money, and he offers creative solutions on how to solve them.