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Graphic L.A. is part practical instruction, part guided meditation on the importance of color values and objects in art. The reader is led by the professional instruction of Robh Ruppel; instructor at the Art Center College of Design, Gnomon School of Visual Effects, and Concept Art Academy. He is also a multiple award-winning art director of video games. By reducing environments down to basic shapes and colors (or “symbols”), Robh builds astounding images. Robh documents the progression of building an image while referencing basic techniques. By using color with surprisingly bold brushstrokes, he produces images of incredible depth with intricate handling of light and shadow. It is a rare exploration into simplicity without resorting to minimalism. Readers will be certain to take away both a sense of admiration for Robh Ruppel’s work and a greater understanding and appreciation for the importance of color value relationships in all forms of art. This second edition includes sixteen new images and their accompanying words of wisdom.
Following the success of four titles in the Nuthin’ But Mech series, Lorin Wood pivoted skyward to his passion for space travel. Inviting the work of 51 artists, Wood has curated a collection of imaginative inventions sharing one common theme: Traverse. This compilation draws on each artist’s proven ability to design an aesthetically pleasing mode of transportation, a clear narrative, and a stunning backdrop. Be it rustic freighters, streamlined sentries, or a fleet of modular ships, every original piece portrays an exceptional vision. Traverse celebrates an impressive lineup of contributors—from a range of industries including video games, animation, film, and transportation design—each recognized with their own unique biography. Featuring some familiar names from the Nuthin’ But Mech series, Traverse also celebrates the work of dynamic new talent—delivering an exciting collaboration of innovative and inspired passion projects. Delve into the world of Traverse with this trove of intricate and compelling works, each as immersive and engaging as the next.
The Cabinet of Curiosities is a fully illustrated 88-page hardcover storybook. It tells the story of a pair of kids who inherit a spooky old house from a long lost uncle. The house is full to bursting with mysterious doo-dads and trinkets. Each room being a strange, personally-curated monument to a crazy ancestor. A Cabinet of Curiosities!
The human body is a challenging subject to depict because of its intricate complexity and movement. “To do it well requires an in-depth knowledge of anatomy and an awareness of what lies beneath all parts of the body, for the greatest figurative art gives the impression that there is a living skeleton inside the body,” notes artist and veteran art educator Rey Bustos. With Rey’s Anatomy: Figurative Art Lessons from the Classroom, Bustos provides essential anatomical information, detailed studies, and valuable drawing tutorials to equip artists with a basic understanding of the skeletal structure and muscle system of the human body. Having taught figure drawing for 30 years, he presents complex concepts in a remarkably accessible manner, referencing works from the Old Masters to demonstrate how an artist can take the same anatomical knowledge and express it in diverse and personal ways and, with study and practice, portray the human form without being hindered by the process or the intellect. Rey’s Anatomy explores anatomy first, followed by daily drawing exercises to help refine one’s figurative work, while featuring the extraordinary work of his students throughout the book―alongside his own―a testament to how his lessons have benefited generations of artists.
The year is 2065. The end of Earth and all its habitants is imminent. Using the world’s greatest technologies, a new generation of highly advanced, autonomous robotic vehicles is developed to explore new lands for human colonization. Inspired by legendary futurists such as Syd Mead (Blade Runner), German industrial designer and concept artist Christian Grajewski used his expert knowledge of automotive design and his fascination with animal anatomy to create fifteen stunning, interplanetary vehicles. Each varies in size and technological capabilities, yet they are unified by one overarching goal: to preserve the human race. From the stealth rotorcraft Hornet to the massive space transporter Orca, the designs of EXPLORER were fueled by Grajewski’s deep desire to launch vehicles beyond Earth’s solar system. He drew from his professional experience working on the design team at Volkswagen Design Center Potsdam, where he developed concepts for such carmakers as Lamborghini, Audi, and Bentley. EXPLORER compiles Grajewski’s early sketches, wondrous renderings, and design reflections that together make a case for historic multinational cooperation and the incredible innovations such collaborations can achieve.
The highly anticipated follow-up to Framed Ink from Marcos Mateu-Mestre, Framed Ink 2 provides insight into another compositional tool that Marcos uses every day to create his amazing artwork–the energy within the working frame. In each piece of art, regardless of its format, one must consider essential factors such as the push-pull, tension-relaxation, pressure-release, balance and imbalance that happen inside the working area to support our storytelling. All of these factors apply in any aspect ratio, whether it be horizontal, vertical or square, each a format to consider when working in the movie, gaming, animation and graphic novel industries, which in our day and age can be presented through a variety of outlets such as a movie theater, home theater, social media and a number of personal devices. Marcos encourages and educates us on how not to be limited by the format but to embrace and rise to the challenge of designing for each format. A perfect accompaniment to his prior releases Framed Ink, Framed Perspective Vol. 1 and Vol. 2 and Framed Drawing Techniques, this book will take a reader's knowledge base to the next level and allow them to build on their expertise as an effective visual storyteller.
Arkham, 1933. Professor Dyer, a prominent geologist, learns that a scientific expedition will soon leave for Antarctica following in the footsteps of the journey which he himself had made in 1931. In the hope of dissuading the attempt, Dyer decides to make a full account of the tragic events he had survived, this time without omitting the passages which he had kept silent about on his return, for fear of being taken for a madman. Two years earlier, ships chartered by Miskatonic University had landed on the frozen continent at the start of the Antarctic summer, and the group of four professors and sixteen students set to work immediately. The expedition biologist, Professor Lake, left with several members of the team to follow a promising fossil track. After just a few days, he announced by radio that he had discovered astonishing specimens of an unknown ancient species, before stopping all communication after a terrible storm. Guessing the worst, Dyer went to their rescue the next day. What he discovered went beyond his wildest fears … In the illustrated AT THE MOUNTAINS OF MADNESS VOL.1, artist, Francois Baranger, acclaimed for his work as a concept designer for cinema and video games, has performed the incredible task of reimagining one of H.P. Lovecraft’s most classic and horrific tales into visual art– Landscapes of frozen wastes, unspeakable creatures millions of years old found in an abnormal state of conservation, strange geometric structures at the top of black mountains. Words cannot do the visuals justice. It is a book with images to pour over.
Weingart Lieutenant Richard Mertzbow (aka “Mertz”) has been stuck on the mysterious Abakan Base in solitude for decades, while war raged on his home planet, Terra, between the ruling Weingart power, which put him on Abakan, and those rebelling against their oppressive rule. One day a young woman suddenly appears at his door, revealing secrets that threaten to unravel his already fragile state of mind. Abakan 2301 picks up where 2011’s Abakan 2288, by renowned mecha artist Kallamity, left off. The sequel is an exciting exploration of mecha, narrated by the compelling, but strained voice of Mertz as he navigates a world he does not recognize, alongside Kallamity’s, which shares his own complicated adventures in executing his mecha designs. Just as with the first installment, Abakan 2301 features Kallamity’s original story illustrations and images of his remarkable mech creations―the Kastor, the Watchel, and Briegel II, to name a few―in all their intricate and colorful glory, with detailed information about their builds, as well a section featuring prominent artists reimagining Kallamity’s remarkable designs.
How to Paint Landscapes Quickly and Beautifully with Watercolor and Gouache reveals quick and effective painting setups and techniques to depict any landscape. From simplifying complex scenes and making smart choices about portraying light and texture, to establishing an effective color palette to enhance mood, world-renowned entertainment and fine artist Nathan Fowkes shares priceless lessons that he has developed over twenty five years of painting a broad range of places. His detailed tutorials and thoughtful insights will help you create more impactful, gallery-worthy landscapes on location―without an easel―in record time.
Boston, 1926. Francis Thurston goes through documents left behind by his grandfather’s brother, recently deceased under mysterious circumstances. He soon discovers the existence of a cult that worships ancient and unspeakable horrors. Mysterious murders, blood rituals in the depths of the Louisiana swamps, artists who descend into insanity after nightmarish visions, and a Cyclopean city that rises from the sea. Step by step, Thurston realizes that his relative’s research got too close to the truth. In the shadows, there are those who want to wake the sleeping god Cthulhu in order to spread madness and destruction over the entire world. The stars are right. Is the end near?
H.P. Lovecraft’s The Call of Cthulhu, first published in 1928, is one of the greatest classics of American horror literature. Cthulhu himself, dreaming and waiting at the bottom of the sea, became a symbol for the entire mythology that Lovecraft created. François Baranger, an illustrator who has previously worked in film and games, was fascinated early on by Lovecraft’s creatures and visions which populated the darkest recesses of fantasy. In this book, he has taken on the work of illustrating Lovecraft’s most iconic novel.