简介
An award-winning fantasy artist and the creator of Dinotopia, James Gurney instructs and inspires in Imaginative Realism: How to Paint What Doesn't Exist. Renowned for his uncanny ability to incorporate amazing detail and imagination into stunningly realistic fantasy settings, James Gurney teaches budding artists and fans of fantasy art step-by-step the techniques that won him worldwide critical acclaim. This groundbreaking work examines the practical methods for creating believable pictures of imaginary subjects, such as dinosaurs, ancient Romans, alien creatures, and distant worlds.
Beginning with a survey of imaginative paintings from the Renaissance to the golden Age of American illustration, the book then goes on to explain not just techniques like sketching and composition, but also the fundamentals of believable world building including archaeology, architecture, anatomy for creatures and aliens, and fantastic engineering. It concludes with details and valuable advice on careers in fantasy illustration, including video game and film concept art and toy design.
More than an instruction book, this is the ultimate reference for fans of science fiction and fantasy illustration.
"Gurney's Imaginative Realism is a gold mine for artists who want to create images that sing with authority and delight the viewer with rich otherworldly visuals." --Erik Tiemens, concept artist, Star Wars: Episodes II and III
"Imaginative Realism is an indispensable, flawless reference for vision makers in any discipline to create their own imaginative realms." --Frank M. Costantino, ASAI, SI, FSAI, JARA, cofounder, American Society of Architectural Illustrators
目录
Table Of Contents:
Introduction 6(3)
Tradition 9(8)
The Tradition of Imaginative Painting 10(2)
Art in the Twentieth Century 12(2)
Copies from the Masters 14(3)
Studio 17(10)
Tables, Easels, and Lights 18(2)
Helpful Equipment 20(2)
Drawing Media 22(2)
Painting Media 24(3)
Preliminary Sketches 27(20)
Games to Loosen Up 28(2)
Thumbnail Sketches 30(2)
Storyboards 32(2)
Color Experiments 34(2)
Charcoal Comprehensive 36(2)
Corrections and Tracings 38(2)
Eye Level 40(2)
Perspective Grid 42(2)
Sticking with it 44(3)
History and Archaeology 47(10)
Telling a Story 48(2)
Early Humans 50(2)
Close or Far View 52(2)
Information and Atmosphere 54(3)
People 57(20)
Mirror Studies 58(2)
Tone Paper Studies 60(2)
Acting in Character 62(2)
Photographing Models 64(2)
Professional Models 66(2)
Head Maquettes 68(2)
Costumes 70(2)
Characters in Settings 72(2)
Managing Detail 74(3)
Dinosaurs 77(20)
Digging Dinosaurs 78(2)
Dinosaurs in their Environment 80(2)
Unusual Behaviors 82(2)
Multiple Maquettes 84(2)
Setting Up a Tableau 86(2)
Homemade Miniatures 88(2)
Wings and Capes 90(2)
2D-to-3D Maquette 92(2)
Coloration 94(3)
Creatures and Aliens 97(14)
Creature Maquettes 98(2)
Skeleton Model 100(2)
Animal Characters 102(2)
Half-Human 104(2)
From Model to Mermaid 106(2)
Cyborgs 108(3)
Architecture 111(11)
Four Steps to Build a City 112(2)
Visualizing Waterfall City 114(2)
Architectural Maquetes 116(2)
Lighting the Maquetes 118(2)
Clay and Stone 120(2)
Vehicles 122(21)
Start with the Familiar 124(2)
Exaggeration 126(2)
Sketchbook as Springboard 128(2)
Insect Vehicles 130(2)
Walking Vehicles 132(2)
Alternah History 134(2)
A Lived-in Future 136(2)
Engineering 138(2)
Scrap File 140(3)
Plein-Air Studies 143(12)
On-Location Drawing 144(2)
Weird and Wonderful 146(2)
Fact into Fantasy 148(2)
Museums and Zoos 150(2)
Orientalism 152(3)
Composition 155(34)
Two Values 156(2)
Su hourette 158(2)
Chiaroseuro 160(2)
Shape Welding 162(2)
Counterchange 164(2)
Windmill Principle 166(2)
Eye Tracking 168(2)
Heatmaps 170(2)
Spokewheeling 172(2)
Clustering 174(1)
Flagging the Head 175(1)
Vignetting 176(2)
Repose and Action 178(2)
Repoussoir 180(2)
Cutaway Views 182(2)
Aerial Views 184(2)
Maps 186(3)
Procedure 189(10)
Step by Step 190(2)
Grounds, Mediums, and Techniques 192(2)
Texture and Impasto 194(2)
Combining the Elements 196(3)
Careers 199(11)
Paperback Covers 200(2)
Movie Design 202(2)
Video Game Design 204(2)
Toy Design 206(2)
Theme Park Design 208(2)
Afterword 210(2)
Glossary 212(4)
Recommended Reading 216(3)
Works by and About James Gurney 219(1)
Image Credits 220(1)
About the Author 220(1)
Index 221
Introduction 6(3)
Tradition 9(8)
The Tradition of Imaginative Painting 10(2)
Art in the Twentieth Century 12(2)
Copies from the Masters 14(3)
Studio 17(10)
Tables, Easels, and Lights 18(2)
Helpful Equipment 20(2)
Drawing Media 22(2)
Painting Media 24(3)
Preliminary Sketches 27(20)
Games to Loosen Up 28(2)
Thumbnail Sketches 30(2)
Storyboards 32(2)
Color Experiments 34(2)
Charcoal Comprehensive 36(2)
Corrections and Tracings 38(2)
Eye Level 40(2)
Perspective Grid 42(2)
Sticking with it 44(3)
History and Archaeology 47(10)
Telling a Story 48(2)
Early Humans 50(2)
Close or Far View 52(2)
Information and Atmosphere 54(3)
People 57(20)
Mirror Studies 58(2)
Tone Paper Studies 60(2)
Acting in Character 62(2)
Photographing Models 64(2)
Professional Models 66(2)
Head Maquettes 68(2)
Costumes 70(2)
Characters in Settings 72(2)
Managing Detail 74(3)
Dinosaurs 77(20)
Digging Dinosaurs 78(2)
Dinosaurs in their Environment 80(2)
Unusual Behaviors 82(2)
Multiple Maquettes 84(2)
Setting Up a Tableau 86(2)
Homemade Miniatures 88(2)
Wings and Capes 90(2)
2D-to-3D Maquette 92(2)
Coloration 94(3)
Creatures and Aliens 97(14)
Creature Maquettes 98(2)
Skeleton Model 100(2)
Animal Characters 102(2)
Half-Human 104(2)
From Model to Mermaid 106(2)
Cyborgs 108(3)
Architecture 111(11)
Four Steps to Build a City 112(2)
Visualizing Waterfall City 114(2)
Architectural Maquetes 116(2)
Lighting the Maquetes 118(2)
Clay and Stone 120(2)
Vehicles 122(21)
Start with the Familiar 124(2)
Exaggeration 126(2)
Sketchbook as Springboard 128(2)
Insect Vehicles 130(2)
Walking Vehicles 132(2)
Alternah History 134(2)
A Lived-in Future 136(2)
Engineering 138(2)
Scrap File 140(3)
Plein-Air Studies 143(12)
On-Location Drawing 144(2)
Weird and Wonderful 146(2)
Fact into Fantasy 148(2)
Museums and Zoos 150(2)
Orientalism 152(3)
Composition 155(34)
Two Values 156(2)
Su hourette 158(2)
Chiaroseuro 160(2)
Shape Welding 162(2)
Counterchange 164(2)
Windmill Principle 166(2)
Eye Tracking 168(2)
Heatmaps 170(2)
Spokewheeling 172(2)
Clustering 174(1)
Flagging the Head 175(1)
Vignetting 176(2)
Repose and Action 178(2)
Repoussoir 180(2)
Cutaway Views 182(2)
Aerial Views 184(2)
Maps 186(3)
Procedure 189(10)
Step by Step 190(2)
Grounds, Mediums, and Techniques 192(2)
Texture and Impasto 194(2)
Combining the Elements 196(3)
Careers 199(11)
Paperback Covers 200(2)
Movie Design 202(2)
Video Game Design 204(2)
Toy Design 206(2)
Theme Park Design 208(2)
Afterword 210(2)
Glossary 212(4)
Recommended Reading 216(3)
Works by and About James Gurney 219(1)
Image Credits 220(1)
About the Author 220(1)
Index 221
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