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The Ricky Gervais Guide to... THE ARTS


Ricky Gervais - 2009
    The third in a new series of authoritative analyses dealing with all aspects of humanity's achievements.Join Ricky Gervais and Steve Merchant and Karl Pilkington as they bring enlightenment to THE ARTS in their usual unenlightened manner.In this episode we ask the question, "What is art?"; Karl offers his thoughts on Hirst's oeuvre; Practical considerations regarding art in the home; Karl through the looking glass; Primeval paintings; Gratuitous graffiti; Sculptures in the Square; Karl on political works of art; Karl on film; Outsider art; Whistler's mother-in-law; Music - from Vaughan Williams to Whittaker; Shakespeare's plays on words; Harry the war poet.

Three Novels of Ancient Egypt: River God / The Seventh Scroll / Warlock


Wilbur Smith - 2003
    

101 Things I Learned in Engineering School


John Kuprenas - 2013
    Far from a dry, nuts-and-bolts exposition, however, 101 THINGS I LEARNED® IN ENGINEERING SCHOOL probes real-world examples to show how the engineer's way of thinking can-and sometimes cannot-inform our understanding of how things work. Questions from the simple to the profound are illuminated throughout: Why shouldn't soldiers march across a bridge? Why do buildings want to float and cars want to fly? What is the difference between thinking systemically and thinking systematically? How can engineering solutions sympathize with the natural environment? Presented in the familiar, illustrated format of the popular 101 THINGS I LEARNED® series, 101 THINGS I LEARNED® IN ENGINEERING SCHOOL offers an informative resource for students, general readers, and even experienced engineers, who will discover within many provocative new insights into familiar principles.

The Camera


Ansel Adams - 1980
    It covers everything from "seeing" the finished photo in advance, to lens choices. It is illustrated with many of Ansel Adams most famous images.

The Artist's Complete Guide to Figure Drawing: A Contemporary Master Reveals the Secrets of Drawing the Human Form


Anthony Ryder - 1999
    In other words, to observe and draw what we actually see, rather than what we think we see. When it comes to drawing the human figure, this means letting go of learned ideas and expectation of what the figure should look like. It means carefully observing the interplay of form and light, shape and line, that combine to create the actual appearance of human form. In The Artist's Complete Guide to Figure Drawing, amateur and experienced artists alike are guided toward this new way of seeing and drawing the figure with a three-step drawing method.The book's progressive course starts with the block-in, an exercise in seeing and establishing the figure's shape. It then build to the contour, a refined line drawing that represents the figure's silhouette. The last step is tonal work on the inside of the contour, when light and shadow are shaped to create the illusion of form. Separate chapters explore topics critical to the method: gesture, which expresses a sense of living energy to the figure; light, which largely determines how we see the model; and form, which conveys the figure's volume and mass. Examples, step-by-steps, and special "tips" offer helpful hints and practical guidance throughout.Lavishly illustrated with the author's stunning artwork, The Artist's Complete Guide to Figure Drawing combines solid instruction with thoughtful meditations on the art of drawing, to both instruct and inspire artists of all levels.

Accident Dancing


Keaton Henson - 2020
    accompanied by evocative illustrations, it is an intimate and unapologetically personal journey through a life the way we remember them, as Keaton puts it "chaotic, fragmented and often grammatically incorrect".

Art and Visual Perception: A Psychology of the Creative Eye


Rudolf Arnheim - 1954
    Gestalt theory and the psychology of visual perception form the basis for an analysis of art and its basic elements.

Black and White Photography: A Basic Manual


Henry Horenstein - 1983
    A photography instructor guides individuals in the mechanics of taking, developing, and printing black-and-white pictures.

Architecture: World's Greatest Buildings, Styles and History, Architects (Eyewitness Companions)


Jonathan Glancey - 2006
    Get the opportunity to look beyond the facade. Examine materials and technology that shape buildings, and identify the key elements and decorative features of each architectural style. This is the best definitive visual guide on architecture; it covers 5,000 years of architectural design, style, and construction from airports to ziggurats.

Getting Started with Arduino


Massimo Banzi - 2008
    Getting Started with Arduino gives you lots of ideas for Arduino projects and helps you get going on them right away. From getting organized to putting the final touches on your prototype, all the information you need is right in the book. Inside, you'll learn about:Interaction design and physical computing The Arduino hardware and software development environment Basics of electricity and electronics Prototyping on a solderless breadboard Drawing a schematic diagram And more. With inexpensive hardware and open-source software components that you can download free, getting started with Arduino is a snap. To use the introductory examples in this book, all you need is a USB Arduino, USB A-B cable, and an LED. Join the tens of thousands of hobbyists who have discovered this incredible (and educational) platform. Written by the co-founder of the Arduino project, with illustrations by Elisa Canducci, Getting Started with Arduino gets you in on the fun! This 128-page book is a greatly expanded follow-up to the author's original short PDF that's available on the Arduino website.

Anyone Can Learn Watercolor Journaling - Yes, You!: Easy Techniques for Drawing and Painting


Jolyn Parker - 2015
    No need to wait until you’ve had hours of training or years of practice to enjoy watercolor journaling. In this book you will learn how to: Recapture the natural joy of art experienced in early childhood Create colorful travel journals that will become treasured souvenirs and a delight to share Overcome the resistance of your inner critic that says you can’t draw or paint Here’s what people are saying about Anyone Can Learn Watercolor Journaling—Yes, You! “This book is both an educational and delightful read.”—Sharan Devoto “I love the sketches in this book and appreciate the easy instructions that go along with them.”—Karen Bates “What a fun and easy-to-read book. Makes it simple to add a bit of creativity to a journal.”—Soo Hyun Han NOTE: This book is NOT for the experienced artist. It is intended only for people who want to learn VERY basic techniques for drawing and painting.

Ashley Wood's Art of Metal Gear Solid


Ashley Wood - 2009
    And it's little wonder why. The story follows infiltration expert Solid Snake as he attempts to save the world.In addition to showcasing art from Ashley Wood's graphic novel adaptations of Metal Gear Solid and Metal Gear Solid: Sons of Liberty, this all-new collection features the work Ash did for the Metal Gear Solid: Mobile Portable Ops video game.

The Art of Video Games: From Pac-Man to Mass Effect


Chris Melissinos - 2012
    Fueled by unprecedented advances in technology, boundless imaginations, and an insatiable addiction to fantastic new worlds of play, the video game has gone supernova, rocketing two generations of fans into an ever-expanding universe where art, culture, reality, and emotion collide. As a testament to the cultural impact of the game industry’s mega morph, the Smithsonian American Art Museum, with curator and author Chris Melissinos, conceived the forthcoming exhibition, The Art of Video Games, which will run from March 16 to September 30, 2012.* Welcome Books will release the companion book this March. Melissinos presents video games as not just mere play, but richly textured emotional and social experiences that have crossed the boundary into culture and art.Along with a team of game developers, designers, and journalists, Melissinos chose a pool of 240 games across five different eras to represent the diversity of the game world. Criteria included visual effects, creative use of technologies, and how world events and popular culture manifested in the games. The museum then invited the public to go online to help choose the games. More than 3.7 million votes (from 175 countries) later, the eighty winners featured in The Art of Video Games exhibition and book were selected.From the Space Invaders of the seventies to sophisticated contemporary epics BioShock and Uncharted 2, Melissinos examines each of the winning games, providing a behind-the-scenes look at their development and innovation, and commentary on the relevance of each in the history of video games. Over 100 composite images, created by Patrick O’Rourke, and drawn directly from the games themselves, illustrate the evolution of video games as an artistic medium, both technologically and creatively. Additionally, The Art of Video Games includes fascinating interviews with influential artists and designers–from pioneers such as Nolan Bushnell to contemporary innovators including Warren Spector, Tim Schafer and Robin Hunicke. The foreword was written by Elizabeth Broun, director of the Smithsonian American Art Museum and Mike Mika, noted game preservationist and prolific developer, contributed the introduction the introduction. *After Washington D.C., the exhibition travels to several cities across the United States, including Boca Raton (Museum of Art), Seattle (EMP Museum), Yonkers, NY (Hudson River Museum) and Flint, MI (Flint Institute of Arts). For the latest confirmed dates and venues, please visit the The Art of Video Games exhibition page at http://americanart.si.edu/taovg

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.

Tracey Emin: My Life in a Column


Tracey Emin - 2011
    Collected here for the first time is an anthology of pieces artist Tracey Emin wrote for The Independent newspaper in London-a weekly column that ran to great acclaim between 2005 and 2009-that touch on everything from the themes behind her work to her process, inspirations, and her alternately humorous and profound observations of daily life. Moving from diatribes on contemporary art and culture to confessional pieces chronicling her travels abroad and reflecting on her private life in London, the columns bring together elements of essay and diary that present a unique perspective on life and the work of the queen of the Young British Artists. Edited and introduced by the artist, and illustrated with forty reproductions of photographs that recall the original format of the columns, Tracey Emin: My Life in a Column makes a giant of the art world at once more familiar and more profound.