3D Books 3D Animation : Comix
Rebel Visions: The Underground Comix Revolution, 1963-1975
by: Patrick Rosenkranz
Publisher: Fantagraphics Books
240 Pages - Pub Date: 01-Jan-2003
ISBN: 1560974648
Moving from year to year and town to town, through a revolving cast of
artists and publishers, this story of revolutionary 60s art-making seeks
to capture some of the frenzied scope and communal bonhomie that made
the hippie counterculture click. The big names here are Robert Crumb,
Robert Williams and Art Spiegelman, who emerge from the postwar era of
conformity and repression into a period of broad cultural experimentation
and self-discovery. Once the text moves beyond boilerplate mythmaking
about San Francisco in the free love era, an interesting portrait begins
to emerge-of ambitious, committed artists seeking to push their own boundaries,
and with them the boundaries of society at large. In its detailed account
of an art that celebrated sweating burnouts and libidinous creeps, the
volume gives all the anecdotes and minutiae a reader might want. Lavishly
illustrated with pages and panels from the underground press of the time
(at least one per page), the book serves as a solid reference point for
the developing styles of hippie draftsmanship.
3D Comic Design (CyberRookies Series)
by: R. Shamms Mortier, Shamms Mortier
Publisher: Charles River Media
297 Pages - Pub Date: 18-Jun-2001
ISBN: 1584500115
Creating a comic is more than just coming up with a powerful villain
or gruesome alien: it requires a lot of thought and planning about
the storyline, weapons, props, modes of transportation, and setting
(city, outer space, underwater, etc). Pulling all of this together
may sound challenging, but with 3D Comic Design everything from
how to create the story, characters, and text balloons, to page
layout /design, adding special effects, and integrating 3D environments
is clearly explained. There's even information on how to market
your comic for publication! So if you've ever wanted to learn how
to create and design comics using your own computer, this is the
resource for you.
Reinventing Comics
by: Scott McCloud
Publisher: Harperperennial Library
256 Pages - Pub Date: 25-Jul-2000
ISBN: 0060953500
McCloud focuses on how the digital revolution will influence production,
delivery, and the art form of comics itself. He lays out 12 paths
toward a new revolution of comics, including creators' rights, industry
innovation, public perception, gender balance, and diversity of
genre, which are then explored with such innovative intelligence
that, as with his earlier work, the conclusions he comes to are
fascinating for both artists and nonartists alike.
Creating 3D Comic Books
by: Bill Fleming, Bob Kraus
Publisher: Charles River Media
400 Pages - Pub Date: 01-Nov-1999
ISBN: 1886801924
Creating 3D Comic Books shows designers, artists and writers the
whole process of making a book that will really jump out at readers.
Using case studies of specific comics, including Platinum, Bill
Fleming and Robert Kraus offer the perfect guide to making 3D work.
They show how to develop characters and storyboards given the possibilities
of the new sub-medium. A host of other tips and tricks, not to mention
a loaded CD-ROM, will help make the jump from two to three comfortable
and productive.
The Animation Book : A Complete Guide to Animated Filmmaking-From
Flip-Books to Sound Cartoons to 3-D Animation
by: Kit Laybourne
Publisher: Three Rivers Pr;
320 Pages - Pub Date: 01-Nov-1998
ISBN: 0517886022
Revised and updated, this complete guide to the art and science
of animation now includes extensive information on the latest computer-generated
animation techniques. Illustrated throughout, including graphics
from today's cutting-edge studios, THE ANIMATION BOOK is an authoritative
reference and standard text in the field.
Animated Cartoons : How They Are Made Their Origin and Development
by: Edwin George Lutz
Publisher: Applewood Books
261 Pages - Pub Date: 01-May-1998
ISBN: 1557094748
One of the best books on the art of animation, this book contains
many shortcuts to animation, a trademark of E.G. Lutz's teaching.
The book offers tips on drawing anatomy and motion and how motion
pictures are made and work. It was used by Walt Disney as a primer
on animation, and Disney relied heavily on its advice and teaching.
Both a valuable guide to animation and an extremely rare classic.
Illustrated.
Comics, Comix & Graphic Novels - A History of Comic Art
by: Roger Sabin
Publisher: Phaidon Press Inc
249 Pages - Pub Date: 01-Oct-1996
ISBN: 0714830089
Roger Sabin presents the first comprehensive study of the comic
book’s graphic qualities and the genre’s development
into a sophisticated, culturally illuminating popular art form.
Featuring more than 415 colour illustrations, Comics, Comix and
Graphic Novels: A History of Comic Art chronicles the comic’s
history, beginning with early cartoon-like woodcuts and leading
to the 19th and 20th centuries’ graphic strips; from comic
papers for children to 1960s and ’70s underground comix movements
to today’s glossy book-format graphic novels.
The Illusion of Life : Disney Animation
by: Frank Thomas, Ollie Johnston
Publisher: Hyperion Press
575 Pages - Pub Date: 01-Oct-1995
ISBN: 0786860707
Written by the ultimate Disney insiders, this Order
|