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In 1979, Ridley Scott introduced moviegoers to a new definition of fear and horror with his sci-fi classic, Alien. To coincide with the release of AVP, special effects gurus Alec Gillis and Tom Woodruff, Jr. opened the doors of their Academy Award-winning creature shop,Amalgamated Dynamics Inc. (A.D.I.), to invite all to a behind-the-scenes journey, as they once more breathe life into the characters that have been scaring audiences for over two decades.
Different from many “making of” books, it focuses exclusively on the creature effects of AVP; what it takes to create some of sci-fi’s baddest baddies. It follows Gillis and Woodruff and their talented crew of over 100 artists and technicians throughout the design, sculpting, fabrication, and finishing processes. The story continues on location in Prague where, as the cameras roll, their creations truly come to life.
tales: ('teilz) a narrative that relates the details of some real or imaginary event, incident, or story. Whether it's one Christian has read or one that has been developing in his head, the tale has always been one of his biggest inspirations. Tales: The Art of Christian Alzmann is Christian's first book collecting his digital paintings and sketches as well as his traditional pencil sketches. He also walks the reader through his digital painting process using Photoshop and Painter.
Punch Drunk Moustache is the off-the-clock work of eight animation industry artists with the insatiable need to tell stories. Each artist showcases new ideas infused with unique personal style. Get ready for stunning visual development and never before seen concepts. Giants, androids, strange beasts, brave animals, magic, mystery, and everyday folks collide in these vividly imagined tales. With Punch Drunk Moustache, the gloves are off!
A fantastic addition to the Battle MiLK series, this third installment features four new artists contributing their work to the wide range of captivating images from the team. Upcoming projects from the artists include Star Wars 1313, Thor 2, Fountain City, and Star Wars: The Clone Wars, season 5.
The field of design combines the talent of an artist, the intuition and awareness of what the future could be, curiosity, and a drive to create and adapt new technologies. RIDE shares the process of complexity of design development. The young and old alike will be inspired by viewing the steps towards creating an object of beauty and innovation.
With this first book in a series of five, Belker introduces his dream of an electric motorcycle with drawings, renderings and 3D models.
Also discussed in RIDE is evolution of transporation: two wheel active hub drive system, 24kwh at 80nm torque, li-ion smart power, two axis adjustable handle bar and fly by wire steering.
Young inventor Tyler Washburn was always getting into trouble due to his numerous failed projects. Early one morning when testing his newest invention, the Automatic Locker Organizer v.2.0, Tyler could not help but be drawn into a closet with a strange blue glow where the touch of one star whisked him across the galaxy to join aliens at the STAR academy. Tyler finds acceptance for his creativity, talents and different beat at The Society of TechnologicallyAdvanced Races where he joins students from all over the universe to promote intergalactic peace.
Dylan Cole is a concept artist, matte painter, and production designer for the entertainment industry. Since graduating from UCLA in 2001, he has contributed art to over 50 films. Notable credits include Senior Matte Painter on Return of the King, Concept Art Director on Avatar, and Production Designer for Maleficent. The Southern California native grew up drawing spaceships and alien worlds and this passion led to the creation of this book, his first. Dylan lives in Playa del Rey, CA with his wife, Bethany.
Nicolas “Sparth” Bouvier, has been an active Artistic Director and Concept Designer for the gaming industry for over 15 years. In Structura 2, he delights us with what he has been imagining for the last three years since the release of his first best selling book, Structura. This visually stunning book includes images from video games DUNE, Assassin’s Creed, Rage, and Halo, over fifteen new gorgeous books covers and never before published personal science fiction pieces that will have your imagination running to the future!
Not to ignore the past, Sparth also shares his world of fantasy art pieces influenced by medieval times.
In addition to the amazing images that you will want to devour over and over, Sparth shares his expertise with several step by step tutorials focusing on specific Photoshop techniques using custom brushes, custom shapes, clone stamping and the smudge tool, to name only a few.
Be swept away into the imaginative and gorgeous world of Sparth’s imagination and then pick up a few tips to assist you in improving your digital artistic knowledge and visual communication skills.
Sean Hargreaves believes that for artists and designers, images are born from the experiences one observes during the first 10-15 years of their lives. Those images are subconsciously refined over and over in one’s life. They may consist of shapes, or places, or films…but they always stay present in the back of the memory and now and then they make an appearance in an image or design that is created. Two important images that stand out for Hargreaves from his youth are the modern house in the green countryside of Northern England that his father built and furnished with prominent mid-century pieces and the machines that he saw when he accompanied his father on business visits to factories; both are extremely prevalent in the artwork throughout these captivating pages.
Hargreaves states that designers are taught that sketching is an important part of the design process. The final image is the presentation of the refinement of all the sketches. When the final image is presented, it is usually presented with all the sketches that led up to the final design. Though Hargreaves agrees with this approach to a certain degree, he also questions it, feeling that there are “filtering” issues when sketching; the sketches that follow the initial idea may be refining it but it also “waters down” the initial design. As a result, the final design may end up being a mere long lost relative of the initial idea. The designs in this book started out as an exercise Hargreaves laid out for himself to counter what he learned, he wanted to create designs without any preconceived sketches, he wanted to design as he was designing.
The results of his exercise are contained within the pages of this amazing book. Covering every aspect from the vase in the corner of a room, to the cityscape that contains the building that contains the room with the vase that holds the flower, Hargreaves has created places beyond our imaginations yet firmly rooted them in reality. Unbelievable to most, no photographs were used when making these stunning places, space was designed digitally and directly.
PULSE features Harald Belker's vision of the future of racing. There was a time when the fastest means of travel was a jet, but in 2035, private conglomerates have harnessed magnetic levitation (Mag-Lev) to create trains that get people from place to place in a fraction of the time.
To advertise the cutting-edge technology and sheer speed of Mag-Lev, events were held with a handful of machines and fearless racers. Within a few years, PULSE Racing Grand Prix were hosted in major metropolitan areas with the funding of the cities. The world of Pulse racing is introduced and illustrated via elaborate drawings and digitally rendered futuristic vehicles while telling the story of an adventurous young man thrown into the whirlpool of an all encompassing and physically grueling sport. Through captivatingly sleek and futuristic images, the audience follows the racers to the limits of speed and power while they are barely on the ground. The sleds force their drivers to the edge of human endurance while keeping the racing fans on their feet in excitement and enthusiam. Tactics and rules make the outcome of the race a nail bitter until the end as you never know who will emerge victorious in this incredible world of futuristic racing.
Soon, you will be imagining yourself as one of the riders—flying, running, jumping, bumping and blocking your way to the finish line!
The alien bio-lab has appeared at the United Nations building in New York City. We, the human race, have been invited to compete in the most popular Alien Race in the universe. As they develop the visuals for the great competition, let this gifted team of concept designers carry you away with their brilliant imagination, transport you to unique off-world racing environments and introduce you to never-before-seen genetically engineered racing creatures. Created from the best D.N.A. available in the universe, each racing animal will amaze you more than the last and each treacherous environment will seem like a walk in the park compared to the next one.
Counterweight is a collection of images, observations, and concepts by artist/creator Rick O'Brien. For the last eight years, Rick has been a one-man art department in Hollywood, designing, constructing and painting sets and props for such clients as Victoria’s Secret, Luxor Las Vegas, Nikon, London IMAX, Konica, Tevo, Motorola, Honda, United States Postal Service, Proctor & Gamble, “The Contender” and “The Apprentice.”
Compiling stunning images from experiences, environments and the emotions perceived on these diverse projects, as well as from his everyday life, Rick captures the human condition like no one else. Nationally recognized by the Society of Illustrators, O’Brien’s art has placed both gold and bronze and has received much acclaim and print exposure in various publications.
Through traditional mediums ranging from egg tempera and oil to gouache, wood, ink, resin, and plaster, Counterweight beautifully scrutinizes Man and his journey, showcasing captivating images that unequivocally resound O’Brien’s motto, “Fortitude.”
Aliens vs. Predator: Requiem – Inside the Monster Shop is the upcoming sequel to 2004's Alien vs. Predator film. In this follow-up to the worldwide hit ALIEN VS. PREDATOR, the iconic monsters from two of the scariest film franchises ever, wage war in an American Midwestern town — with the residents caught in the middle.
Filming began in September 2006 in Vancouver. Tom Woodruff, Jr. and Alec Gillis from Amalgamated Dynamics (ADI), veterans of the first AVP and all the previous ALIEN sequels, will be handling the creature FX for the encore film as they did for the previous installments.
ADI opens its doors to unveil the secrets of the creature design process behind two of the most frightening characters ever! From conception to fabrication and finishing, follow their talented crew in-studio and on location through this captivating book.
Stephan Martinière is an internationally renowned Science Fiction and Fantasy artist. He is the recipient of numerous awards including a silver and a gold Spectrum Award, eight Master Awards and an Excellence Exposé Award. He is also an accomplished concept artist who has worked on such movies as I Robot, Star Wars Episodes II & III, Red Planet, Sphere, and The Time Machine. As a visual design director for Cyan, Martinière was responsible for creating and overseeing the look of the games Uru: Ages Beyond Myst, Uru: The Path of the Shelland Myst 5. Martinière is currently the art director at ID software in Dallas, Texas for “Rage”.
The Black Frog’s first published sketchbook, Doodles, is a compilation of 200 original pencil doodles featuring teapots, monsters, silly robots, and other weird characters and concepts. Each was doodled in five minutes or less.
Igor-Alban Chevalier—a.k.a. The Black Frog—was born in Champagne, France in 1973. The only son of an antique dealer/art teacher, Chevalier grew up discovering the work of glorious comic book artists like Liberatore, Moebius, and Frank Miller. He spent four years as a creature designer at Jim Henson’s Creature Shop in London, and has designed for such films as Harry Potter and the Sorcerer’s Stone and X-Men 3. He now freelances in Los Angeles as a visual effects art director.
Start Your Engines compiles works from Scott Robertson's, vast archives of ground vehicle drawings and renderings, and features the following chapters: Cars, Bicycles, Snowcraft Mechanimals and selected work from the conceptual design of vehicles for the video games Field Commander and Spy Hunter 2. The Cars chapter comprises about half of thes book and features original designs both futuristic and retrospective.
In this second volume of Concept Design, seventeen guest artists are featured along with the original seven Los Angeles Entertainment Designers from Concept Design 1 to show us worlds, vehicles, monsters and creations beyond the wildest imagination! Even more astounding and jam-packed than the first volume, Concept Design 2 takes you on a journey into the minds of the talented and successful concept design professionals who create for the sake of creation.
Welcome to the fascinating world of Entropia.
Entropia: A Collection of Unusually Rare Stamps is a uniquely crafted storybook for all ages. Through a full-length narrative accompanied by 60 beautifully illustrated imaginary stamps, readers are taken on an unforgettable journey to a fantastic world.
“It is lunar year 1001, and Entropia City is ravaged by an inexplicable kitchen fire. In the ensuing chaos, the Childish Robot Czar and his Animatronic Shock Troops seize power and oust the royal family for nearly a decade.”
This is the story of Queen Pingo the Young and her unwavering pursuit to end occupation and bring justice to all sentient beings. This is also the testimony of a country named Entropia, with its traditions, inhabitants, and historic milestones masterfully documented through a collection of unusually rare stamps.