Hawthorne on Painting


Charles Webster Hawthorne - 1960
    That will paint itself. Do the obvious thing before you do the superhuman thing. It may have been accidental, but you knew enough to let this alone. The good painter is always making use of accidents. Never try to repeat a success. Swing a bigger brush — you don’t know what fun you are missing. For 31 years, Charles Hawthorne spoke in this manner to students of his famous Cape Cod School of Art. The essence of that instruction has been collected from students’ notes and captured in this book, retaining the personal feeling and the sense of on-the-spot inspiration of the original classroom. Even though Hawthorne is addressing himself to specific problems in specific paintings, his comments are so revealing that they will be found applicable a hundred times to your own work.The book is divided into sections on the outdoor model, still life, landscape, the indoor model, and watercolor. Each section begins with a concise essay and continues with comments on basic elements: general character, color, form, seeing, posture, etc. It is in the matter of color that students will especially feel themselves in the presence of a master guide and critic. Hawthorne’s ability to see color and, more important, to make the student see color, is a lesson that will aid student painters and anyone else interested in any phase of art.Although it does not pretend to be a comprehensive or closely ordered course, this book does have much to offer. It also represents the artistic insight of one of the finest painter-teachers of the twentieth century."An excellent introduction for laymen and students alike." — Time"To read these notes and comments … is in itself an education. One cannot help but gain great help." — School Arts

Painting Portraits and Figures in Watercolor


Mary Whyte - 2011
    Going beyond the practical application of techniques, Whyte helps new artists capture not just the model's physical likeness, but their unique personality and spirit. Richly illustrated, the book features Mary Whyte's vibrant empathetic watercolors and works by such masters of watercolor as Mary Cassatt, Thomas Eakins, Winslow Homer, John Singer Sargent, and Georgia O'Keeffe.

The Art of Coco


John Lasseter - 2017
    Filled with concept art and insights from the creative team who worked on the film, this book overflows with insights into the process behind Pixar's unique and engaging vision. The Art of Coco explores the behind-the-scenes details about the making of the film and production art that brings the mesmerizing story to life in a brand new way.• A must-have companion book to the feature film• See the world of Coco in detail through intriguing storyboards and spellbinding colorscripts• Filled with exclusive interviews with the production teamPacked with colorful artwork and energetic character sketches, this comprehensive volume showcases the stunning artwork from the film's creation. The Art of Coco is part of the fan-favorite, collectible Art of series—books that explore production art and exclusive making-of details.• A perfect gift for fans of Coco and Pixar, animators, animation and filmmaking students, film buffs, and more• Reveals exclusive details and facts that you can't read anywhere else• Add it to the shelf with books like The Art of Zootopia by Jessica Julius, The Art of Moana by Jessica Julius and Maggie Malone, and The Art of Pixar: The Complete Color Scripts and Select Art from 25 Years of Animation by Amid Amidi©2017 Disney Enterprises, Inc.All Rights Reserved.

The Complete Pin-Ups


Gil Elvgren - 1999
    His technique-which earned him a reputation as "The Norman Rockwell of cheesecake"-involved photographing models and then painting them into gorgeous hyper-reality, with longer legs, more flamboyant hair and gravity-defying busts, and in the process making them the perfect moral-boosting eye-candy for every homesick private.

Myth and Magic: The Art of John Howe


John Howe - 2001
    Pre-eminent among those who have is John Howe.  Now, for the first time ever, a portfolio of more than 250 of his paintings and sketches has been collected together which celebrates the breathtaking vision of one of the foremost fantasy artists working today. Myth & Magic takes the reader on a journey through John Howe’s work, from his early days as a student to his most recent paintings, and features a number of previously unseen pictures. All of his Tolkien work inspired by The Hobbit, The Lord of the Rings, The Silmarillion and The History of Middle-earth is included, and this is complemented by a dazzling array of the many works of art that he has produced, ranging from books on dragons and myth and legend, children’s books that he has written as well as illustrated, to a wealth of cover paintings for some of the biggest names in fantasy. John Howe has additionally provided an entertaining and informative commentary which gives the story behind his work.  Myth & Magic also boasts contributions from Tolkien expert and author of The Lord of the Rings Movie Guide, Brian Sibley, and top fantasy authors such as Robin Hobb and Robert Holdstock, features a revealing insight from Oscar-winning actor Sir Ian McKellen into the challenge of becoming John Howe’s ‘Gandalf’, and includes an exclusive Foreword by Peter Jackson, the directorof The Lord of the Rings Movie Trilogy. From the beloved painting of ‘Smaug’ that decorates The Hobbit, and the world famous ‘Gandalf’ picture which is synonymous with the one-volume edition of The Lord of the Rings, to the spectacular images which adorn best-selling novels around the world, this sumptuous gallery will delight all fans of Tolkien and fantasy, as it takes us on an unforgettable tour through the imagination of one of the finest artists in the world. A tour through the realms of Myth & Magic.

Drawing Dynamic Hands


Burne Hogarth - 1977
    The most comprehensive book ever published on drawing hands, it uses a revolutionary system for visualizing the hand in an almost infinite number of positions.

Hellboy: The First 20 Years


Mike Mignola - 2014
    Selected finished pieces are shown alongside sketches and raw scans from the last twenty years. * Never-before-seen art! * Mignola's best pieces from the last twenty years! "Nothing is better than having Mignola himself rendering Hellboy's world."—IGN "I envy the sheer variety and invention Mignola brings to Hellboy's world. [He] consistently manages to depict even the most grotesque monstrosity and make it somehow beautiful."—Peter de Sève, award-winning New Yorker cover artist and character designer for Ice Age film series, from his introduction

Egon Schiele


Frank Whitford - 1981
    Rejected by his family, hounded by society for his interest in young girls, he expressed through his art a deep and bewildering loneliness and an obsession with sexuality, death and decay. He was only twenty-eight when he died, yet he left behind him a body of work that sustains a huge public reputation--and a myth. This book sets out to examine both. 151 illus., 20 in color.

The Art of Kung Fu Panda 2


Tracey Miller-Zarneke - 2011
    Featuring hundreds of pieces of new art, stories on the development, and a unique look at the entire full Kung Fu Panda world.DreamWorks Animation and Insight Editions presents The Art of Kung Fu Panda 2; the book that takes readers behind-the-scenes of the animated martial arts mega-sequel. As the recently anointed Dragon Warrior, Po the Panda (Jack Black) is living his dream as the champion of the Valley of Peace. But Po’s serenity is disrupted when the malevolent Lord Shen (Gary Oldman), an epically evil warlord, threatens to destroy all of China by creating an unstoppable weapon that promises to supplant kung fu. With every conquest, Shen’s ambition, cruelty, and lust for power grow, forcing Po and The Furious Five to confront their most powerful enemy ever, or else witness the destruction of their homeland and the tradition of kung fu. Included in this tome of production artwork are designs for Baby Po, Po’s parents, the sharp-taloned peacock Shen, the warlord’s fearsome wolf mercenaries, as well as Po’s new allies—Master Croc (Jean-Claude Van Dam), Master Skunkman (James Woods), and Master Thundering Rhino (Victor Garber). Also included are the epic environments Po, Tigress, Crane, Mantis, Viper and Monkey, must venture through on their epic quest to confront the evil Lord Shen and save kung fu. With new friends, Po’s strength has never been greater. But how can he stop a weapon that can stop kung fu? Po must look deep into his past and uncover the secrets of his mysterious origins; only then will he be able to unlock the strength he needs to succeed.

Important Artifacts and Personal Property from the Collection of Lenore Doolan and Harold Morris, Including Books, Street Fashion, and Jewelry


Leanne Shapton - 2009
    Think of the collections of Jacqueline Kennedy Onassis, Truman Capote, the Duke and Duchess of Windsor. In Leanne Shapton's marvelously inventive and invented auction catalog, the 325 lots up for auction are what remain from the relationship between Lenore Doolan and Harold Morris (who aren't real people, but might as well be). Through photographs of the couple's personal effects--the usual auction items (jewelry, fine art, and rare furniture) and the seemingly worthless (pajamas, Post-it notes, worn paperbacks)--the story of a failed love affair vividly (and cleverly) emerges. From first meeting to final separation, the progress and rituals of intimacy are revealed through the couple's accumulated relics and memorabilia. And a love story, in all its tenderness and struggle, emerges from the evidence that has been left behind, laid out for us to appraise and appreciate. In an earlier work, Was She Pretty?, Shapton, a talented artist and illustrator, subtly explored the seemingly simple yet powerfully complicated nature of sexual jealousy. In Important Artifacts and Personal Property from the Collection of Lenore Doolan and Harold Morris--a very different yet equally original book--she invites us to contemplate what is truly valuable, and to consider the art we make of our private lives.

Collage Techniques: A Guide for Artists and Illustrators


Gerald F. Brommer - 1994
    As a result of its experimental genesis, collage has continued to serve not only as a primary form of expression for many prominent artists, but as a principal means of evaluating and developing new creative strategies. Conceived and written by renowned artist, author, and teacher Gerald Brommer, Collage Techniques first presents the medium within the context of a wide variety of materials, including washi (oriental and rice papers) and watermedia; stained, prepared, and found papers; photographs; and fabrics and fibers. Each category of material is examined through a step-by-step demonstration and works by artists who approach collage in original and refreshing ways. The latest trends in technologically enhanced collage, including such high-tech applications as multiple photocopying and digital scanning, are also discussed. The author then explores how the elements and principles of design are used in collage, and how they in turn are employed in all the major genre, including still life, landscape, the human figure, abstraction, and nonobjective imagery. Beautifully illustrated with the work of more than eighty noted artists, including Edward Betts, Jae Carmichael, Margo Hoff, Katherine Chang Liu, and Fred Otnes, Collage Techniques is an essential reference for all artists and illustrators, regardless of their creative focus or choice of medium.

Dark Souls: Design Works


From Software - 2011
    Showcasing the grim and chilling artwork behind the fan-favorite Dark Souls game in a gorgeous hardcover collection, Dark Souls: Design Works features key visuals, concept art, character & monster designs, rough sketches, and an exclusive interview with the game's creators.

79 Short Essays on Design


Michael Bierut - 2007
    Bierut is widely considered the finest observer on design writing today. Covering topics as diverse as Twyla Tharp and ITC Garamond, Bierut's intelligent and accessible texts pull design culture into crisp focus. He touches on classics, like Massimo Vignelli and the cover of The Catcher in the Rye, as well as newcomers, like McSweeney's Quarterly Concern and color-coded terrorism alert levels. Along the way Nabakov's Pale Fire; Eero Saarinen; the paper clip; Celebration, Florida; the planet Saturn; the ClearRx pill bottle; and paper architecture all fall under his pen. His experience as a design practitioner informs his writing and gives it truth. In Seventy-nine Short Essays on Design, designers and nondesigners alike can share and revel in his insights.

M.C. Escher: The Graphic Work


M.C. Escher - 1954
    Escher was born in 1898 in Leeuwarden (Netherlands). He received his first drawing lessons during secondary school from F.W. van der Haagen, who also taught him the block printing, thus fostering Escher's innate graphic talents. From 1912 to 1922 he studied at the School of Architecture and Ornamental Design in Haarlem, where he was instructed in graphic techniques by S. Jessurun de Mesquita, who greatly influenced Escher's further artistic development. Between 1922 and 1934 the artist lived and worked in Italy. Afterwards Escher spent two years in Switzerland and five in Brussels before finally moving back to Barn in Holland, where he died in 1972. M.C. Escher is not a surrealist drawing us into his dream world, but an architect of perfectly impossible worlds who presents the structurally unthinkable as though it were a law of nature. The resulting dimensional and perspectival illusions bring us into confrontation with the limitations of our sensory perception. About the Series: Each book in TASCHEN's Basic Art series features:a detailed chronological summary of the life and oeuvre of the artist, covering his or her cultural and historical importance a concise biography approximately 100 illustrations with explanatory captions

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