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Imaginative realism : how to paint what doesn't exist

By: Publication details: Missouri Andrews McMeel Publishing 2009Description: 223,ipISBN:
  • 9780740785504
DDC classification:
  • 709.03 GUR
Contents:
Contents Introduction 6 Chapter 1 Tradition 9 Tradition of imaginative painting 10 Art in the twentieth century 12 Copies from the masters 14 Chapter 2 Studio 17 Tables, easels, and lights 18 Helpful equipment 20 Drawing media 22 Painting media 24 Chapter 3 Preliminary sketches 27 Games to loosen up 28 Thumbnail sketches 30 Storyboards 32 Color experiments 34 Charcoal comprehensive 36 Corrections and tracings 38 Eye level 40 Perspective grid 42 Sticking with it 44 Chapter 4 History and archeology 47 Telling a story 48 Early humans 50 Close or far view 52 Information and atmosphere 54 Chapter 5 People 57 Mirror studies 58 Tone paper studies 60 Acting in character 62 Photographing models 64 Professional models 66 Head maquettes 68 Costumes 70 Characters in settings 72 Managing detail 74 Chapter 6 Dinosaurs 77 Digging dinosaurs 78 Dinosaurs in their environment 80 Unusual behaviors 82 Multiple maquettes 84 Setting up a tableau 86 Homemade miniatures 88 Wings and capes 90 2D-to-3D maquette 92 Coloration 94 Chapter 7 Creatures and aliens 97 Creature maquettes 98 Skeleton model 100 Animal characters 102 Half-human 104 From model to mermaid 106 Cyborgs 108 Chapter 8 Architecture 111 Four steps to build a city 112 Visualizing waterfall city 114 Architectural maquettes 116 Lighting the maquette 118 Clay and stone 120 Chapter 9 Vehicles 122 Start with the familiar 124 Exaggeration 126 Sketchbook as springboard 128 Insect vehicles 130 Walking vehicles 132 Alternate history 134 A lived-in future 136 Engineering 138 Scrap file 140 Chapter 10 Plein-air studies 143 On-location drawing 144 Weird and wonderful 146 Fact into fantasy 148 Museums and zoos 150 Orientalism 152 Chapter 11 Composition 155 Two values 156 Silhouette 158 Chiaroscuro 160 Shapewelding 162 Counterchange 164 Windmill principle 166 Eye tracking 168 Heatmaps 170 Spokewheeling 172 Clustering 174 Flagging the head 178 Vignetting 180 Repose and action 182 Repoussoir 184 Cutaway views 186 Aerial views184 Maps 186 Chapter 12 Procedure 189 Step by step 190 Grounds, mediums, and techniques 192 Texture and impasto 194 Combining the elements 196 Chapter 13 Careers 199 Paperback covers 200 Movie design 202 Video game design 204 Toy design 206 Theme park design 208 Afterword 210 Glossary 212 Recommended Reading 216 Works by and about James Gurney 219 Image Credits 220 About the Author 220 Index 221
List(s) this item appears in: Display of New Collection of Design Books - 2024
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Holdings
Item type Current library Collection Call number Status Date due Barcode Item holds
Book CEPT Library Processing Center Faculty of Design 709.03 GUR Checked out to Deetya Bhatia (0004967318) 05/09/2024 025993
Total holds: 0

Contents
Introduction 6
Chapter 1 Tradition 9
Tradition of imaginative painting 10
Art in the twentieth century 12
Copies from the masters 14
Chapter 2 Studio 17
Tables, easels, and lights 18
Helpful equipment 20
Drawing media 22
Painting media 24
Chapter 3 Preliminary sketches 27
Games to loosen up 28
Thumbnail sketches 30
Storyboards 32
Color experiments 34
Charcoal comprehensive 36
Corrections and tracings 38
Eye level 40
Perspective grid 42
Sticking with it 44
Chapter 4 History and archeology 47
Telling a story 48
Early humans 50
Close or far view 52
Information and atmosphere 54
Chapter 5 People 57
Mirror studies 58
Tone paper studies 60
Acting in character 62
Photographing models 64
Professional models 66
Head maquettes 68
Costumes 70
Characters in settings 72
Managing detail 74
Chapter 6 Dinosaurs 77
Digging dinosaurs 78
Dinosaurs in their environment 80
Unusual behaviors 82
Multiple maquettes 84
Setting up a tableau 86
Homemade miniatures 88
Wings and capes 90
2D-to-3D maquette 92
Coloration 94
Chapter 7 Creatures and aliens 97
Creature maquettes 98
Skeleton model 100
Animal characters 102
Half-human 104
From model to mermaid 106
Cyborgs 108
Chapter 8 Architecture 111
Four steps to build a city 112
Visualizing waterfall city 114
Architectural maquettes 116
Lighting the maquette 118
Clay and stone 120
Chapter 9 Vehicles 122
Start with the familiar 124
Exaggeration 126
Sketchbook as springboard 128
Insect vehicles 130
Walking vehicles 132
Alternate history 134
A lived-in future 136
Engineering 138
Scrap file 140
Chapter 10 Plein-air studies 143
On-location drawing 144
Weird and wonderful 146
Fact into fantasy 148
Museums and zoos 150
Orientalism 152
Chapter 11 Composition 155
Two values 156
Silhouette 158
Chiaroscuro 160
Shapewelding 162
Counterchange 164
Windmill principle 166
Eye tracking 168
Heatmaps 170
Spokewheeling 172
Clustering 174
Flagging the head 178
Vignetting 180
Repose and action 182
Repoussoir 184
Cutaway views 186
Aerial views184
Maps 186
Chapter 12 Procedure 189
Step by step 190
Grounds, mediums, and techniques 192
Texture and impasto 194
Combining the elements 196
Chapter 13 Careers 199
Paperback covers 200
Movie design 202
Video game design 204
Toy design 206
Theme park design 208
Afterword 210
Glossary 212
Recommended Reading 216
Works by and about James Gurney 219
Image Credits 220
About the Author 220
Index 221

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