Imaginative realism: how to paint what doesn't exist
(Book)
Gurney, J. (2009). Imaginative realism: how to paint what doesn't exist. Kansas City, MO, Andrews McMeel Pub.
Chicago / Turabian - Author Date Citation (style guide)Gurney, James, 1958-. 2009. Imaginative Realism: How to Paint What Doesn't Exist. Kansas City, MO, Andrews McMeel Pub.
Chicago / Turabian - Humanities Citation (style guide)Gurney, James, 1958-, Imaginative Realism: How to Paint What Doesn't Exist. Kansas City, MO, Andrews McMeel Pub, 2009.
MLA Citation (style guide)Gurney, James. Imaginative Realism: How to Paint What Doesn't Exist. Kansas City, MO, Andrews McMeel Pub, 2009.
Overview: 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.
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Record Information
Last Sierra Extract Time | Apr 24, 2024 01:47:21 PM |
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Last File Modification Time | Apr 24, 2024 01:47:46 PM |
Last Grouped Work Modification Time | Apr 24, 2024 01:47:29 PM |
MARC Record
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245 | 1 | 0 | |a Imaginative realism :|b how to paint what doesn't exist /|c James Gurney. |
250 | |a 1st ed. | ||
264 | 1 | |a Kansas City, MO :|b Andrews McMeel Pub.,|c [2009] | |
264 | 4 | |c ©2009 | |
300 | |a 223 pages :|b illustrations (chiely color) ;|c 28 cm | ||
336 | |a text|b txt|2 rdacontent | ||
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504 | |a Includes bibliographical references and index. | ||
505 | 0 | |a Introduction -- Tradition: -- Tradition of imaginative painting -- Art in the twentieth century -- Copies from the masters -- Studio: -- Tables, easels, and lights -- Helpful equipment -- Drawing media -- Painting media -- Preliminary Sketches: -- Games to loosen up -- Thumbnail sketches -- Storyboards -- Color experiments -- Charcoal comprehensive -- Corrections and tracings -- Eye level -- Perspective grid -- Sticking with it -- History And Archeology: -- Telling a story -- Early humans -- Close or far view -- Information and atmosphere -- People: -- Mirror studies -- Tone paper studies -- Acting in character -- Photographing models -- Professional models -- Head Marquette's -- Costumes -- Characters in settings -- Managing detail -- Dinosaurs: -- Digging dinosaurs -- Dinosaurs in their environment -- Unusual behaviors -- Multiple Marquette's -- Setting up a tableau -- Homemade miniatures -- Wings and capes -- 2D-to-3D Marquette -- Coloration -- Creatures And Aliens: -- Creature Marquette's -- Skeleton model -- Animal characters -- Half-human -- From model to mermaid -- Cyborgs -- Architecture: -- Four steps to build a city -- Visualizing waterfall city -- Architectural Marquette's -- Lighting the Marquette -- Clay and stone -- Vehicles: -- Start with the familiar -- Exaggeration -- Sketchbook as springboard -- Insect vehicles -- Walking vehicles -- Alternate history -- Lived-in future -- Engineering -- Scrap file -- Plein-Air Studies: -- On-location drawing -- Weird and wonderful -- Fact into fantasy -- Museums and zoos -- Orientalism -- Composition: -- Two values -- Silhouette -- Chiaroscuro -- Shapewelding -- Counterchange -- Windmill principle -- Eye tracking -- Heatmaps -- Spokewheeling -- Clustering -- Flagging the head -- Vignetting -- Repose and action -- Repoussoir -- Cutaway views -- Aerial views -- Maps -- Procedure: -- Step by step -- Grounds, mediums, and techniques -- Texture and impasto -- Combining the elements -- Careers: -- Paperback covers -- Movie design -- Video game design -- Toy design -- Theme park design -- Afterword -- Glossary -- Recommended reading -- Works by and about James Gurney -- Image credits -- About the author -- Index. | |
520 | |a Overview: 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. | ||
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