000 | 03828 a2200157 4500 | ||
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020 | _a9780740785504 | ||
082 |
_a709.03 _bGUR |
||
100 | _aGurney, James | ||
245 | _aImaginative realism : how to paint what doesn't exist | ||
260 |
_aMissouri _bAndrews McMeel Publishing _c2009 |
||
300 | _a223,ip. | ||
505 | _aContents 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 | ||
890 | _aUSA | ||
891 | _aFD | ||
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999 |
_c71940 _d71940 |