Book picks similar to
Human Anatomy for Artists: The Elements of Form by Eliot Goldfinger
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The Art of Game Design: A Book of Lenses
Jesse Schell - 2008
The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.
Art Forms in Nature
Ernst Haeckel - 1974
This volume highlights the research and findings of this natural scientist. Powerful modern microscopes have confirmed the accuracy of Haeckel's prints, which even in their day, became world famous. Haeckel's portfolio, first published between 1899 and 1904 in separate installments, is described in the opening essays. The plates illustrate Haeckel's fundamental monistic notion of the -unity of all living things- and the wide variety of forms are executed with utmost delicacy. Incipient microscopic organisms are juxtaposed with highly developed plants and animals. The pages, ordered according to geometric and -constructive- aspects, document the oness of the world in its most diversified forms. This collection of plates was not only well-received by scientists, but by artists and architects as well. Rene Binet, a pioneer of glass and iron constructions, Emile Galle, a renowned Art Nouveau designer, and the photographer Karl Blossfeld all make explicit reference to Haeckel in their work.
Visual Grammar: A Design Handbook (Visual Design Book for Designers, Book on Visual Communication)
Christian Leborg - 2004
Easy access to computer graphic tools has turned many of us into either amateur or professional image producers. But without a basic understanding of visual language, a productive dialogue between producers and consumers of visual communication is impossible. Visual Grammar can help you speak and write about visual objects and their creative potential, and better understand the graphics that bombard you 24/7. It is both a primer on visual language and a visual dictionary of the fundamental aspects of graphic design.Dealing with every imaginable visual concept from abstractions such as dimension, format, and volume; to concrete objects such as form, size, color, and saturation; to activities such as repetition, mirroring, movement, and displacement; to relations such as symmetry, balance, diffusion, direction,and variation this book is an indispensable reference for beginners and seasoned visual thinkers alike. Whether you simply want to familiarize yourself with visual concepts or whether you're an experienced designer looking for new ways to convey your ideas to a client, Visual Grammar is the clear and concise manual that you've been looking for.
The Animator's Workbook: Step-By-Step Techniques of Drawn Animation
Tony White - 1986
Stressing that animation is a subtle and exacting art form which breathes life into inanimate drawings, Tony White, an award-winning animator, covers every aspect of the process. He provides technical information and explains in easy-to-follow text and step-by-step illustrations, how to capture movement, expression, and emotion. He shows you how to convncingly animate birds and animals and explores special effects - wind, water, fire, and solid objects - that can add realism, drama, and atmosphere to animation.This book takes the mystery out of the animation process and provides sound, reliable guidance and information. Topics include:ContentThe Process of AnimationThe Animator's ToolkitInbetweeningHead TurnsWalksRunsRealistic TouchesTechnical InformationExaggerated ActionThe Animal KingdomDialogueAnimated EffectsBackgrounds
Gustav Klimt, 1862–1918: The World in Female Form
Gottfried Fliedl - 1990
Gustav Klimt's art is thoroughly fin de siècle.It expresses the apocalyptic atmosphere of Vienna's upper-middle-class society a society devoted to the cultivation of aesthetic awareness and the cult of pleasure. The ecstatic joy which Klimt (1862-1918) and his contemporaries found or hoped to find in beauty was constantly overshadowed by death, and death therefore plays an important role in Klimt's art. Klimt's fame, however, rests on his reputation as one of the greatest erotic painters and graphic artists of his times. Particularly his drawings, which have been widely admired for their artistic excellence, are dominated by the erotic portrayal of women. Klimt saw the world "in female form." Author Gottfried Fliedlalso discusses the Secession movement and Klimt's role within this important group of artists.
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
Vitamin D: New Perspectives in Drawing
Emma Dexter - 2005
In the following and largest section of the book (over 300 pages and approximately 500 illustrations), the 100 or more artists are presented in an A to Z order. Some artists are presented on 2 pages, some on 4 pages. About 5 selections of work are reproduced for each artist, along a text written by an author who is a specialist on the artist's work. The 500-word texts are brief surveys of the artist's career to date, and aim at introducing the methods and subject matter at issue in their recent works. A selected list of exhibitions and bibliography also complements the reproductions and text on each artist.
Northern Renaissance Art
James Snyder - 1985
Its coverage and color capture the authors' lasting excitement for the period and its artists. A three-part organization covers international currents in the Fourteen Century, Fifteenth-Century Innovations, and Renaissance and Reformation in the Sixteenth Century. For a complete understanding of Northern Renaissance Art--its geography, patronage, and audience expectations.
Art History For Dummies
Jesse Bryant Wilder - 2007
Every age, for the last 50,000 years has left its unique imprint on the world, and from the first cave paintings to the ceiling of the Sistine Chapel, from the Byzantine mosaics of the Hagia Sophia, to the graffiti-inspired paintings of Jean-Michel Basquiat, art history tells the story of our evolving notions of who and what we are and our place in the universe. Whether you're an art enthusiast who'd like to know more about the history behind your favorite works and artists, or somebody who couldn't tell a Titian and a De Kooning--but would like to--Art History For Dummies is for you. It takes you on a tour of thirty millennia of artistic expression, covering the artistic movements, major artists, and indispensable masterworks, and the world events and cultural trends that helped spawn them. With the help of stunning black-and-white photos throughout, and a sixteen-page gallery of color images, it covers:The rise and fall of classical art in Greece and Rome The differences between Renaissance art and Mannerism How the industrial revolution spawned Romanticism How and why Post-Impression branched off from Impressionism Constructivism, Dadaism, Surrealism and other 20th century isms What's up with today's eclectic art scene Art History For Dummies is an unbeatable reference for anyone who wants to understand art in its historical context.
Color Index
Jim Krause - 2002
From progressive colors to natural tones, Color Index makes choosing hues for any job easier! Designers will start working with color in exciting new ways and create original, eye-catching designs that pop off the page. It's all the inspiration they need to explore and experiment with color as never before! Just like the other clever little design books in this series, Color Index is portable, packed with inspiration, and neatly packaged in a colorful, sturdy vinyl jacket.
Tony Northrup's DSLR Book: How to Create Stunning Digital Photography
Tony Northrup - 2011
First, you will master these basic concepts:* Composition* Exposure* Shutter speed* Aperture* Depth-of-field* ISO* Natural light* Flash* Posing* Troubleshooting bad pictures* Using raw files* Studio lighting* Night photography* HDR* Macro/close-up photographyThen, you will learn the pro's secrets for photographing these subjects:* People (candid, casual, formal, and underwater portraits)* Weddings* Pets* Wildlife (mammals, birds, insects, fish, and more)* Landscapes* Cityscapes* Sunrises and sunsets* Flowers* Forests, waterfalls, and rivers* Fireworks* Stars
What Art Is
Arthur C. Danto - 2013
Danto addresses this fundamental, complex question. Part philosophical monograph and part memoiristic meditation, What Art Is challenges the popular interpretation that art is an indefinable concept, instead bringing to light the properties that constitute universal meaning. Danto argues that despite varied approaches, a work of art is always defined by two essential criteria: meaning and embodiment, as well as one additional criterion contributed by the viewer: interpretation. Danto crafts his argument in an accessible manner that engages with both philosophy and art across genres and eras, beginning with Plato’s definition of art in The Republic, and continuing through the progress of art as a series of discoveries, including such innovations as perspective, chiaroscuro, and physiognomy. Danto concludes with a fascinating discussion of Andy Warhol’s famous shipping cartons, which are visually indistinguishable from the everyday objects they represent.Throughout, Danto considers the contributions of philosophers including Descartes, Kant, and Hegel, and artists from Michelangelo and Poussin to Duchamp and Warhol, in this far-reaching examination of the interconnectivity and universality of aesthetic production.
The Pop-Up Book: Step-By-Step Instructions for Creating Over 100 Original Paper Projects
Paul Jackson - 1994
The Pop-Up Book offers a clear and practical guide to the pop-up papercrafts for all levels of artist, from home hobbyists to professional graphic designers and architects.Illustrated with specially comissioned photography, it includes specific projects with easy-to-follow steps, general techniques for greater personal experimentation and creativity, and a gallery of designs created by some of today's best pop-up artists for an inspirational finish.The forms and folds, scores and creases, that Jackson transforms into striking shapes and designs truly deserve acknowledgment.--Booklist
The Classical Language of Architecture
John Summerson - 1966
Classical buildings as widely spaced in time as a Roman temple, an Italian Renaissance palace and a Regency house all show an awareness of these rules even if they vary them, break them or poetically contradict them. Sir Christopher Wren described them as the Latin of architecture and the analogy is almost exact. There is the difference, however, that whereas the learning of Latin is a slow and difficult business, the language of classical architecture is relatively simple. It is still, to a great extent, the mode of expression of our urban surroundings, since classical architecture was the common language of the western world till comparatively recent times. Anybody to whom architecture makes a strong appeal has probably already discovered something of its grammar for himself.In this book, the author's purpose is to set out as simply and vividly as possible the exact grammatical workings of this architectural language. He is less concerned with its development in Greece and Rome than with its expansion and use in the centuries since the Renaissance. He explains the vigorous discipline of the orders and the scope of rustication; the dramatic deviations of the Baroque and, in the last chapter, the relationship between the classical tradition and the modern architecture of today. The book is intended for anybody who cares for architecture but more specifically for students beginning a course in the history of architecture, to whom a guide to the classical rules will be an essential companion.