How to Draw Noir Comics: The Art and Technique of Visual Storytelling is an instructional book based on the cinematic, high contrast noir style of acclaimed comic book and graphic novel illustrator, Shawn Martinbrough. Martinbrough’s work has been published by DC Comics, Vertigo and Marvel Comics, illustrating stories ranging from Batman to the X-Men. This is his first book, released through Watson-Guptill Publications and The Nielsen Company. In How to Draw Noir Comics, Martinbrough shows how the expert use of the color black is critical for drawing noir comics. He demonstrates how to set a mood, design characters and locations, stage action and enhance drama, and discusses important topics like page layout, panel design, and cover design. How to Draw Noir Comics includes The Truce, an original graphic novel written and illustrated by Martinbrough which incorporates the many lessons addressed throughout the book, and has an introduction by critically-acclaimed novelist Greg Rucka, author of the graphic novel Whiteout, currently in production as a major motion picture.
WOOSH! is a collection of personal spaceship sketches created by entertainment designer Lorin Wood as he decompressed on his couch after a long day at work. While "analog" in its execution, there's nothing dated about his vision of the future. His detailed ships will have you dreaming of space exploration with every line and brushstroke. And artists, hobbyists, and anyone who enjoys sketching will also appreciate Wood's tips on what traditional tools to use and how to render.
Edgar Rice Burroughs Pirates of Venus illustrationsAesop?s fox Fables mini-sectionNew Pablo Neruda poems and illustrations8 pages of new dinosaur drawingsNew Oz drawingsMicket at 60 back cover
The action of Mike Grell''s Jon Sable: Freelance continues as issues #17-33 are collected in this second omnibus. The adventure resumes as Sable battles with the elusive Sparrow, gets involved in a real mystery involving the Maltese Falcon, and heads to Nicaragua on an explosive mission. Includes a special guest artist appearance by Sergio Aragones (MAD Magazine, Groo)
Twelve studies by eminent art historian James S. Ackerman. This collection contains studies written by art historian James Ackerman over the past decade. Whereas Ackerman's earlier work assumed a development of the arts as they responded to social, economic, political, and cultural change, his recent work reflects the poststructural critique of the presumption of progress that characterized Renaissance and modernist history and criticism. In this book he explores the tension between the authority of the past—which may act not only as a restraint but as a challenge and stimulus—and the potentially liberating gift of invention. He examines the ways in which artists and writers on art have related to ancestors and to established modes of representation, as well as to contemporary experiences. The "origins" studied here include the earliest art history and criticism; the beginnings of architectural drawing in the Middle Ages and Renaissance; Leonardo Da Vinci's sketches for churches, the first in the Renaissance to propose supporting domes on sculpted walls and piers; and the first architectural photographs. "Imitation" refers to artistic achievements that in part depended on the imitation of forms established in practices outside the fine arts, such as ancient Roman rhetoric and print media. "Conventions," like language, facilitate communication between the artist and viewer, but are both more universal (understood across cultures) and more fixed (resisting variation that might diminish their clarity). The three categories are closely linked throughout the book, as most acts of representation partake to some degree of all three.
What does every aspiring comic artist REALLY want to draw? Action, of course! Learn how to render all aspects of adrenalin-filled movement, from jaw-dropping superhero antics to kick-ass fistfights. The hallmark of the comic book, the action is what draws a reader in and keeps them hungry for more - in this classic guide all the skills you need to make your action fast-paced and full of movement are laid out on the page, from one of the best creators working in comics today. Techniques for drawing every dynamic action are explained, from body contact and flying through to fistfights, group rumbles and full-on battles. Clever exercises show how to achieve convincing movement, from dynamic standing poses, to running, swinging, flying and fighting. An Action File of comic character drawings in dynamic poses forms an invaluable resource for practice and reference, making drawing action the easiest thing in the world!