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Understanding Marvelous Designer will teach you how to master the art of sewing in CG. The book includes over 450 full-color illustrations and detailed instructions for all the features of MD. You also get six original projects that will allow you to practice what you've learned.
From the award-winning costume designer of Amazon Prime Video's The Marvelous Mrs. Maisel, a collection of the show’s costumes, with never-before-seen photography, sketches, production stills, and more Amazon Prime Video’s Emmy- and Golden Globe–winning series The Marvelous Mrs. Maisel centers on Miriam "Midge" Maisel, a 1950s New York City woman whose seemingly perfect life suddenly takes an unexpected turn, taking her from a comfortable life on Riverside Drive through the basket houses and nightclubs of Greenwich Village as she embarks on a groundbreaking standup comedy career. Created by Amy Sherman-Palladino (creator and showrunner of Gilmore Girls), and starring Rachel Brosnahan, Alex Borstein, and Tony Shalhoub, The Marvelous Mrs. Maisel has garnered fan and critical praise alike, with much of the attention focused on the exquisitely designed period costumes. Madly Marvelous: The Costumes of The Marvelous Mrs. Maisel explores the inner workings of award-winning costume designer Donna Zakowska’s process, as well as the many inspirations for the show’s wardrobe, including period photography, American and European fashion trends, and the various cultures and countercultures of late-1950s New York. The clothes of Mrs. Maisel are gorgeous, authentically detailed, and carefully crafted. Illustrated with sketches, photographs from Zakowska’s workspace, behind-the-scenes shots, and production stills, the book follows the series from season to season, showing how the vocabulary of fashion—context, style, color, cut, accessories, and more—is integral to defining and developing the characters in the show. Madly Marvelous is a must-have for fans of the show and fashionistas alike, providing readers with a curated and well-informed look at an integral period in fashion history.
With her sketchbook labeled My Inventions and her father's toolbox, Mattie could make almost anything – toys, sleds, and a foot warmer. When she was just twelve years old, Mattie designed a metal guard to prevent shuttles from shooting off textile looms and injuring workers. As an adult, Mattie invented the machine that makes the square-bottom paper bags we still use today. However, in court, a man claimed the invention was his, stating that she "could not possibly understand the mechanical complexities." Marvelous Mattie proved him wrong, and over the course of her life earned the title of "the Lady Edison." With charming pen-and-ink and watercolor illustrations, this introduction to one of the most prolific female inventors will leave readers inspired. Marvelous Mattie is a 2007 Bank Street - Best Children's Book of the Year.
This book covers the process of creating digital characters for video games as well as for 3D printing and collectibles. It looks at character asset creation for high-end AAA console games as well as asset creation for legacy devices and the ever-growing mobile gaming industry. Lastly, it covers creation of figurines for 3D printing and collectibles. Digital Character Creation for Video Games and Collectibles provides a step-by-step walkthrough of creating these assets at an industry level standard. It includes the necessary theory that you need to understand how to be an effective character artist, but primarily focuses on the practical skills needed for creating character assets in the modern games and collectibles industries. This book will be of great interest to all beginners and junior character artists currently working in the gaming or collectible industry and for those looking to enter these industries. There is also relevant content in the highly detailed examples for people currently working in the industry and looking to pick up a few new tips, tricks and knowledge.
This book is a way of sharing insights empirically gathered, over decades of interactive media development, by the author and other children’s designers. Included is as much emerging theory as possible in order to provide background for practical and technical aspects of design while still keeping the information accessible. The author's intent for this book is not to create an academic treatise but to furnish an insightful and practical manual for the next generation of children’s interactive media and game designers. Key Features Provides practical detailing of how children's developmental needs and capabilities translate to specific design elements of a piece of media Serves as an invaluable reference for anyone who is designing interactive games for children (or adults) Detailed discussions of how children learn and how they play Provides lots of examples and design tips on how to design content that will be appealing and effective for various age ranges Accessible approach, based on years of successful creative business experience, covers basics across the gamut from developmental needs and learning theories to formats, colors, and sounds
Digital technologies in fashion are becoming more accessible and now any creative with a basic knowledge of fashion design and computing can create convincing still or animated 3D visualizations of styles, designs and products. With this technology, the designer is able to present a lifelike design that shows how the fabrics will look and how the garment fits on the body. 3D Fashion Design presents an overview of current technologies and their uses. It is packed with case studies and step-by-step tutorials showing the far-reaching capabilities of 3D fashion software. The author begins with an introduction to 3D software and the principals of working in three dimensions. He then moves onto creating the mannequin avatar, garments, accessories and textures and shows how to present and publish the finished article. Various software programmes are covered including Clo3D and Marvellous Designer for fashion-orientated design, and Maya, Mudbox, Rhino and Photoshop for more general digital design, visual effects and rendering. This authoritative guide is aimed at all levels, from beginners and fashion students working with digital technologies to advanced fashion designers, digital designers and visual effects specialists for film and animation.
From typographic illustrator Marian Bantjes, I Wonder will make you think in new ways about art, design, beauty, and popular culture. This unique presentation features the elaborately crafted word pictures of Marian Bantjes, the most inventive and creative typographic illustrator of our time. Whether intricately hand-drawn or using computer illustration software, Bantjes's work crosses the boundaries of time, style, and technology. There is, however, another side to Bantjes's visual work: her thoughtful treatises on art, design, beauty, and popular culture that add a deeper dimension to the decorative nature of her best-known work. These reflections cover the cult of Santa, road-side advertising, photography and memory, the alphabet's letterforms, heraldry, and stars. Bantjes's writing style ranges from the playful to the confrontational, but it is always imbued with perspicacity, insight, and a sense of fun. Intended to inspire creatives of any persuasion, this is more than a collection of ideas: Bantjes has meticulously illustrated every page of the book in her inimitable style to create an accessible work of art that is far greater than the sum of its parts. Quirky, poignant, astute, funny--this beautiful book presents a compelling collection of observations on visual culture and design. In Stefan Sagmeister's telling words, Bantjes's work is his "favorite example of beauty facilitating the communication of meaning." This paperback edition is expanded with a new essay from the author.
Turn-around book with one side focusing on cover art and the other revealing experimentation with the creation of book design as artistic objects.
This conceptual introduction to architectural structures covers all the basic structural principles and terms, explains how to use statistics of equilibrium formulae to calculate beam reactions, and employs illustrations and multi-exposure model photographs to provide a compelling overall guide to structural behavior. Also distinguishing this guide from many others on the market are its case studies and useful preliminary sizing data.
This book is a way of sharing insights empirically gathered, over decades of interactive media development, by the author and other children’s designers. Included is as much emerging theory as possible in order to provide background for practical and technical aspects of design while still keeping the information accessible. The author's intent for this book is not to create an academic treatise but to furnish an insightful and practical manual for the next generation of children’s interactive media and game designers. Key Features Provides practical detailing of how children's developmental needs and capabilities translate to specific design elements of a piece of media Serves as an invaluable reference for anyone who is designing interactive games for children (or adults) Detailed discussions of how children learn and how they play Provides lots of examples and design tips on how to design content that will be appealing and effective for various age ranges Accessible approach, based on years of successful creative business experience, covers basics across the gamut from developmental needs and learning theories to formats, colors, and sounds