The much-loved Roald Dahl collection of hilarious animal rhymes, updated for a whole new generation of readers with an exciting new interior design and cover look. A collection of (mainly) grisly beasts out for human blood, ranging from Crocky-Wock the crocodile to Stingaling the scorpion. Described in verse with all Dahl's usual gusto and illustrated in suitably lurid style by Quentin Blake. Exciting, bold and instantly recognisable with Quentin Blake's inimitable artwork.
“An intoxicating Manhattan fairy tale…As affecting as it is absorbing. A thrilling debut.” —Kirkus Reviews (starred review) “A vital, sensuous, edgy, and suspenseful tale of longing, rage, fear, compulsion, and love.” —Booklist (starred review) A transcendent debut novel that follows a critic, an artist, and a desirous, determined young woman as they find their way—and ultimately collide—amid the ever-evolving New York City art scene of the 1980s. Welcome to SoHo at the onset of the eighties: a gritty, not-yet-gentrified playground for artists and writers looking to make it in the big city. Among them: James Bennett, a synesthetic art critic for the New York Times whose unlikely condition enables him to describe art in profound, magical ways, and Raul Engales, an exiled Argentinian painter running from his past and the Dirty War that has enveloped his country. As the two men ascend in the downtown arts scene, dual tragedies strike, and each is faced with a loss that acutely affects his relationship to life and to art. It is not until they are inadvertently brought together by Lucy Olliason—a small town beauty and Raul’s muse—and a young orphan boy sent mysteriously from Buenos Aires, that James and Raul are able to rediscover some semblance of what they’ve lost. As inventive as Jennifer Egan's A Visit From The Goon Squad and as sweeping as Meg Wolitzer's The Interestings, Tuesday Nights in 1980 boldly renders a complex moment when the meaning and nature of art is being all but upended, and New York City as a whole is reinventing itself. In risk-taking prose that is as powerful as it is playful, Molly Prentiss deftly explores the need for beauty, community, creation, and love in an ever-changing urban landscape.
In late 2008, as the world's economy crumbles and Barack Obama ascends to the White House, the remarkably unremarkable Milton Ontario - not to be confused with Milton, Ontario - leaves his parents' basement in Middle-of-Nowhere, Saskatchewan, and sets forth to find fame, fortune, and love in the Euro-lite electric sexuality of Montreal; to bask in the endless twenty-something Millennial adolescence of the Plateau; to escape the infinite flatness of Saskatchewan and find his messiah - Leonard Cohen. Hilariously ironic and irreverent, in Dirty Birds, Morgan Murray generates a quest novel for the twenty-first century-a coming-of-age, rom-com, crime-farce thriller-where a hero's greatest foe is his own crippling mediocrity as he seeks purpose in art, money, power, crime, and sleeping in all day.
DIVIn this long-awaited follow-up to the best-selling first edition of How to Draw Cars Like a Pro, renowned car designer Thom Taylor goes back to the drawing board to update his classic with all-new illustrations and to expand on such topics as the use of computers in design today.Taylor begins with advice on selecting the proper tools and equipment, then moves on to perspective and proportion, sketching and cartooning, various media, and light, shadow, reflection, color, and even interiors.Written to help enthusiasts at all artistic levels, his book also features more than 200 examples from many of today’s top artists in the automotive field. Updated to include computerized illustration techniques./div
Visual effects (VFX) are one of the most complicated components of feature film and television creation. With advancements in such technologies as Ray Tracing and Virtual Reality, the visual quality of the real-time rendering engine is now rivaling feature film. Real-time rendering requires years of programming experience with advanced understanding in math and physics. As the power of the real-time rendering engine improves, so too do the interfaces for VFX creation. With limited technical understanding, artists can create VFX with the push of a button and tug of a slider. As powerful as the interfaces are, they can only expose a portion of the true potential of the rendering engine. Artists are limited by their understanding of the engine interface. Real Time Visual Effects for the Technical Artist is written for digital artists to explain the core concepts of VFX, common in all engines, to free them from interface bounds. Features: Introduces the reader to the technical aspects of real-time VFX Built upon a career of more than 20 years in the feature film VFX and the real-time video game industries and tested on graduate and undergraduate students Explores all real-time VFX in four categories: in-camera effects, in-material effects, simulations, and particles This book is written to complement undergraduate- or graduate-level courses focused on the fundamentals of modern real-time VFX. Chris Roda is a Technical Art instructor at the Florida Interactive Entertainment Academy (FIEA), a graduate degree program in interactive, real-time application development at the University of Central Florida. Early in his career, Chris was a visual effects artist in the film and television industries where he contributed visual effects for films such as Spider-Man, Titanic, and The Fifth Element. Before coming to FIEA, Chris was a CG Supervisor at Electronic Arts, where he worked on video game titles such as NCAA Football and Madden NFL Football. In addition to teaching, Chris works on generating tools and pipelines for the creation of immersive experiences: the amalgamation of the narrative of films, the interactivity of video games, and the immersion of theme parks.
Digital Painting and Rendering for Theatrical Design explores the tools and techniques for creating dazzling, atmospheric, and evocative digitally painted renderings for scenic, costume, and projection/integrated media design. By focusing on technique rather than the structure of a particular software, this book trains theatrical designers to think and paint digitally, regardless of the software or hardware they choose. The text begins with the construction of the artist’s physical and digital workspace, then delves into an explanation of tool functionality, technique-building exercises, and examples from professional theatrical designers to help contextualize the concepts presented. Each chapter gradually progresses in complexity through skill-building exercises and advanced tool functionality, covering concepts like brush construction, various forms of masking, and layer interaction. The book explores various methods of constructing a digital rendering, including producing digital paintings that look like traditional media and photo bashing – the practice of using extant photographs to create a collaged image. Concepts are contextualized throughout the text using illustrations, quotes, and interviews with working professional designers. This beautifully illustrated guide is written for professional theatrical artists, students of theatrical design, and other visual artists looking to broaden their digital painting skillset.
Gain the insights and techniques you need to give life to your own custom characters, machines, and scenes in Blender 3D About This Book Learn how to establish the basic shape of a character on the basis of templates, and take it to completion using the tools available in Blender Develop realistic and awesome machines for your 3D projects and animation films Discover advanced techniques by adding fur to a character, creating a grass field, and fine-tuning a shot with post-processing effects to enhance your creations Who This Book Is For This learning path is for those who know the basics of Blender and have hands-on experience with the software. We will directly dive into creating characters first. If you wish to use Blender to create games, animated films, and architecture simulations, this learning path will benefit you. What You Will Learn Use your sculpting skills to carve the character features from the mesh Find the best possible flow for your edge-loops to enhance the character features and to get the best possible range of deformation Mix both the Blender Internal and Cycles rendering engines in order to render materials as quickly as possible Know when and where to use various types of geometry—something that saves time in one instance will pose significant problems in another Create a 3D robot toy model from start to finish using the basic modeling tools of Blender Make a full alien character using the skin mesh modifier and the sculpting tools with an artistic approach Use re-topology techniques to create a clean 3D version of the previously sculpted alien Model a full haunted house and its environment using more advanced modeling tools and techniques such as the Array Modifier, Instance duplication, and Curves In Detail Blender 3D is one of the top 3D animation software available. As the Blender software grows more powerful and popular, there is a demand to take your modeling skills to the next level. This learning path is divided into three modules that will take you on this incredible journey of creating games. The first module will take you on a journey to understand the workflow normally used to create characters, from the modeling to the rendering stages, using the tools of the last official release of Blender exclusively. You will be making production-quality 3D models and characters quickly and efficiently, which will be ready to be added to your very own animated feature or game. The second module will help you develop a comprehensive skill set that covers the key aspects of mechanical modeling. You will create many types of projects, including a pistol, spacecraft, robot, and a racer. By the end of this module, you will have mastered a workflow that you will be able to apply to your own creations. The final module will help you to create many types of projects using a step-by-step approach. Each project in this module will give you more practice and increase your knowledge of the Blender tools and game engine. This learning path combines some of the best that Packt has to offer in one complete, curated package. It includes content from the following Packt products: Blender 3D Cookbook, Second Edition by Enrico Valenza Blender 3D Incredible Machines, Second Edition by Christopher Kuhn Blender 3D By Example by Romain Caudron and Pierre-Armand Nicq Style and approach This easy-to-follow course will teach you how to create complex 3D characters, create incredible machines, and put them together to create a 3D scene. Each topic is explained sequentially in the process of creating various models, and includes detailed explanations of the basic and advanced features.
This insightful biography looks at the turbulent lives, groundbreaking music and lyrics, and powerful brand of hip hop's infamous Wu-Tang Clan. The Wu-Tang Clan and RZA: A Trip through Hip Hop's 36 Chambers chronicles the rise of the Wu-Tang Clan from an underground supergroup to a globally recognized musical conglomerate. Enhanced by the author's one-on-one interviews with group members, the book covers the entire Wu-Tang Clan catalog of studio albums, as well as albums that were produced or heavily influenced by producer/rapper RZA. Wu-Tang Clan's albums are analyzed and discussed in terms of their artistry as well as in terms of their critical, cultural, and commercial impact. By delving into the motivation behind the creation of pivotal songs and albums and mining their dense metaphor and wordplay, the book provides an understanding of what made a team of nine friends and relatives from Staten Island with a love of Kung Fu movies into not just a music group, but a powerful cultural movement.