The Art of Space Jam

The Art of Space Jam

Author: Charles Carney

Publisher:

Published: 1996

Total Pages: 192

ISBN-13: 9781558534278

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Om den amerikanske tegne- og realfilm Space Jam


The Art of Public Space

The Art of Public Space

Author: Kim Gurney

Publisher: Springer

Published: 2016-01-05

Total Pages: 207

ISBN-13: 1137436905

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A journey through Johannesburg via three art projects raises intriguing notions about the constitutive relationship between the city, imagination and the public sphere- through walking, gaming and performance art. Amid prevailing economic validations, the trilogy posits art within an urban commons in which imagination is all-important.


Alternative Art, New York, 1965-1985

Alternative Art, New York, 1965-1985

Author: Julie Ault

Publisher: U of Minnesota Press

Published: 2002

Total Pages: 410

ISBN-13: 9780816637942

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A sweeping history of the New York art scene during the 1960s, 1970s, and 1980s reveals a powerful "alternative" art culture that profoundly influenced the mainstream. Simultaneous. (Fine Arts)


The Art of Movies

The Art of Movies

Author: Nicolae Sfetcu

Publisher: Nicolae Sfetcu

Published: 2014-05-06

Total Pages: 1030

ISBN-13:

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Movie is considered to be an important art form; films entertain, educate, enlighten and inspire audiences. Film is a term that encompasses motion pictures as individual projects, as well as — in metonymy — the field in general. The origin of the name comes from the fact that photographic film (also called filmstock) has historically been the primary medium for recording and displaying motion pictures. Many other terms exist — motion pictures (or just pictures or "picture"), the silver screen, photoplays, the cinema, picture shows, flicks — and commonly movies.


The Game Artist's Guide to Maya

The Game Artist's Guide to Maya

Author: Michael McKinley

Publisher: John Wiley & Sons

Published: 2006-07-14

Total Pages: 238

ISBN-13: 0782150535

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The Definitive Resource for Up-and-Coming 3D Game Artists Alias' award-winning Maya 3D animation and effects software continues to lead the industry in technological innovation and is being adopted by more and more console and computer game developers. The Game Artist's Guide to Maya is an official introduction to creating 3D game art and animations with Maya, brought to you by Maya Press, a publishing partnership between Alias and Sybex. Written by a production artist at a prominent game company, this detailed book focuses on the skills real game artists use daily to create stunning characters and environments. By following the discussions and tutorials, you'll bring a concept through the entire game art development pipeline, learning everything from modeling, texturing, rigging, and animation, to special effects. You'll also glean insights from industry professionals and see how Maya has been used in popular games. If you're a 3D game artist, or looking to become one, this book will help you master the skills and techniques you'll need to excel in the competitive games industry. Inside, you'll learn how to: Create a game model using a concept image as your guide Model with predetermined real-time polycount limitations in mind View martial arts videos on the book's CD to animate your character more realistically Prepare a model for texturing with UV mapping and layout techniques Create different kinds of textures Master the rigging process, from setting up a skeleton to preparing blend shapes Practice techniques for creating animation clips to work with in the Trax Editor Use particle effects, such as sprites and animated geometry, to add pizzazz to your model


How Not to Read

How Not to Read

Author: Dan Wilbur

Publisher: Penguin

Published: 2012-09-04

Total Pages: 196

ISBN-13: 1101611413

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The Last Stupid Book You’ll Ever Need to Read Don’t want to slog through lengthy old books like A Tale of Two Cities or The Giving Tree? Sick of being judged by your avid-reader “friends” who talk about books you’ve never heard of? Want to sound smarter without the strain of actually bettering yourself? Never fear. In How Not to Read, you’ll find techniques to fake your way through literature so you never have to read another book—ever! Inside, you’ll find: •Tips for getting through anything you have to read by reading faster: Just read every third word. (One Hundred Years of Solitude becomes “Many as the Colonel was, that when him ice.” Wow! It’s like a Gertrude Stein poem only more comprehensible!) •Entire genres summed up in a single page: Historical fiction becomes “Guess who else had sex: Hitler!” •Literary insults to make yourself seem smarter: “The only thing sadder than you is a Joycean epiphany!” “You’re as weak as a passive sentence written in negative form. And probably not considered by anyone to be worth more than an adverb.” It’s time to stop fearing those people who keep bringing up Ayn Rand. How Not to Read is here to liberate the world from ever needing to read a book again.


Artist, Audience, Accomplice

Artist, Audience, Accomplice

Author: Sydney Stutterheim

Publisher: Duke University Press

Published: 2024-07-15

Total Pages: 205

ISBN-13: 1478059672

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In Artist, Audience, Accomplice, Sydney Stutterheim introduces a new figure into the history of performance art and related practices of the 1970s and 1980s: the accomplice. Occupying roles including eyewitness, romantic partner, studio assistant, and documenter, this figure is situated between the conventional subject positions of the artist and the audience. The unseen and largely unacknowledged contributions of such accomplices exceed those performed by a typical audience because they share in the responsibility for producing artworks that entail potential ethical or legal transgressions. Stutterheim analyzes the art of Chris Burden, Hannah Wilke, Martin Kippenberger, and Lorraine O’Grady, showing how each cannily developed strategies of shared culpability that evoked questions about the accomplice’s various rights and roles. In this way, Stutterheim argues that the artist’s authority is not sovereign, total, or exclusive but, rather, fluid and relational. By examining the development of an alternative model of participatory art that relies on a network of accomplices, Stutterheim radically revises current understandings of artistic agency, aesthetic property, and acknowledged authorship.


The Art Playroom

The Art Playroom

Author: Megan Schiller

Publisher:

Published: 2023-07-11

Total Pages: 146

ISBN-13: 0760381348

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The Art Playroom is a guide for setting up at-home art spaces and introducing art prompts to promote innovative thinking, skill-building, collaboration, and independence.


New York Magazine

New York Magazine

Author:

Publisher:

Published: 1996-12-16

Total Pages: 112

ISBN-13:

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New York magazine was born in 1968 after a run as an insert of the New York Herald Tribune and quickly made a place for itself as the trusted resource for readers across the country. With award-winning writing and photography covering everything from politics and food to theater and fashion, the magazine's consistent mission has been to reflect back to its audience the energy and excitement of the city itself, while celebrating New York as both a place and an idea.