The Art of Space Jam
Author: Charles Carney
Publisher:
Published: 1996
Total Pages: 192
ISBN-13: 9781558534278
DOWNLOAD EBOOKOm den amerikanske tegne- og realfilm Space Jam
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Author: Charles Carney
Publisher:
Published: 1996
Total Pages: 192
ISBN-13: 9781558534278
DOWNLOAD EBOOKOm den amerikanske tegne- og realfilm Space Jam
Author: Kim Gurney
Publisher: Springer
Published: 2016-01-05
Total Pages: 207
ISBN-13: 1137436905
DOWNLOAD EBOOKA 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.
Author: Julie Ault
Publisher: U of Minnesota Press
Published: 2002
Total Pages: 410
ISBN-13: 9780816637942
DOWNLOAD EBOOKA 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)
Author: Nicolae Sfetcu
Publisher: Nicolae Sfetcu
Published: 2014-05-06
Total Pages: 1030
ISBN-13:
DOWNLOAD EBOOKMovie 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.
Author: Michael McKinley
Publisher: John Wiley & Sons
Published: 2006-07-14
Total Pages: 238
ISBN-13: 0782150535
DOWNLOAD EBOOKThe 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
Author: Dan Wilbur
Publisher: Penguin
Published: 2012-09-04
Total Pages: 196
ISBN-13: 1101611413
DOWNLOAD EBOOKThe 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.
Author: Sydney Stutterheim
Publisher: Duke University Press
Published: 2024-07-15
Total Pages: 205
ISBN-13: 1478059672
DOWNLOAD EBOOKIn 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.
Author: Megan Schiller
Publisher:
Published: 2023-07-11
Total Pages: 146
ISBN-13: 0760381348
DOWNLOAD EBOOKThe 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.
Author:
Publisher:
Published: 1996-12-16
Total Pages: 112
ISBN-13:
DOWNLOAD EBOOKNew 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.