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This book provides excellent how-to-draw detail that is appealing and easy to follow for Hot Wheels(tm) and drawing enthusiasts from ages 10 to adult. Detailed drawing techniques with descriptive captions allow readers to create their own automotive designs. Illustrations emphasize how to draw fantasy, custom, concept, and hot rod cars. Author Scott Robertson uses original Mattel artwork throughout the book. With real Mattel artwork featured in detail, the bo0ok has great appeal for collectors, even if they aren't aspiring artists. Because Hot Wheels(tm) diecast cars are modeled after both real and fantasy vehicles, the techniques and interest to readers is the same as for real-life car enthusiasts. Officially licensed by Mattel.
DIVIn this long-awaited follow-up to the best-selling first edition of How to Draw Cars Like a Pro, renowned car designer Thom Taylor goes back to the drawing board to update his classic with all-new illustrations and to expand on such topics as the use of computers in design today.Taylor begins with advice on selecting the proper tools and equipment, then moves on to perspective and proportion, sketching and cartooning, various media, and light, shadow, reflection, color, and even interiors.Written to help enthusiasts at all artistic levels, his book also features more than 200 examples from many of today’s top artists in the automotive field. Updated to include computerized illustration techniques./div
The name George Trosley may not be instantly recognizable to many motoring enthusiasts, but his work certainly is. Over the years, people have become familiar with George Trosley's work through the magazine pages of CARtoons, Hot Rod Cartoons, Street Rodder, Car Craft, Popular Hot Rodding, Super Chevy, and many more. His Krass & Bernie cartoon ran for many years as did a "How to Draw" column that is the basis for this book. In Trosley's How to Draw Cartoon Cars, he takes you through the process step-by-step of drawing your favorite cars, starting with the basics such as profiles, point of view, speed, attitudes, custom graphics, and coloring. You learn to draw components such as wheels, engines, and accessories. Then you are treated to step-by-step lessons on many different body styles: Corvettes, Mustangs, pickup trucks, off-road trucks, muscle cars, hot rods, and a few race cars as well. If you are a budding artist, closet cartoonist, or just want to learn how to draw your own hot rod or muscle machine, this book shows you how it's done. Trosley is one of the best in the business today, and this volume will be a great addition to your automotive or art library.
Drawing and drawings.
Chopped, slammed, channeled, blown . . . in the late '50s and early '60s all of these features lent themselves nicely to the rise of hot rod art that caricaturized the already severe design traits associated with these cars. Usually, the rods and customs in this art were piloted by slobbering, snaggle-toothed "monsters" with bulging, bloodshot eyes. Thanks to the iron-on T-shirt boom of the '70s and a raft of younger artists working today, hot rod monsters have persevered. Now award-winning car-designer Thom Taylor and legendary kustom culture figure Ed Newton reveal the tricks and techniques used by masters past and present to render these whack rods and their warts-and-all drivers. Beginning with a brief history of the form, the authors examine figures like Stanley Mouse, Ed Roth, and Newton himself, then reveal how those pioneers influenced modern artists like Keith Weesner, John Bell, and Dave Deal, to name a few. In addition to offering chapters covering topics like equipment, perspective, light sources, and other technical considerations, Taylor expands on the cartooning, proportion, and color chapters from his previous works, applying them to the subject at hand. Also includes dozens of examples of the form from many of the above-mentioned artists and more.
Among the most useful tools in the production of any TV show or film is the storyboard, which is the visual blueprint of a project before it is shot. The director's vision is illustrated in the manner of a comic strip and handed on to the crew for purposes of budgeting, design, and communication. Storyboards: Motion in Art 3/e is an in depth look at the production and business of storyboards. Using exercises, real-life examples of working in the entertainment industry, interviews with people in the industry, and sample storyboard drawing, this book will teach you how to : * Develop and Improve your boards * Work with directors * Develop your resume and your portfolio * Market your talent * Create and improve a storyboard using computers Packed full of practical industry information and examples, this book will help the reader improve their skills to either land their first assignment or advance their career.
For enthusiasts reading magazines such as Motor Trend, Road & Track, and others, David Kimble is no stranger. His brilliant cutaway artwork has been gracing the pages of those publications for years. Whether he illustrated engines, transmissions, full-car chassis, sports cars, race cars, or classics, his cutaway artwork revealed, in excruciating detail, things that a camera lens could never capture. In David Kimble's Cutaways: The Techniques and the Stories Behind the Art, Kimble reveals the secrets, techniques, procedures, and the dedication to craft that is required to produce these amazing illustrations. He covers the step-by-step procedures while producing fresh artwork for this book featuring a McLaren Can-Am car as well as a vintage Harley-Davidson. Although the procedures covered here are unique to Kimble, and pretty much a pipe dream to mere mortals, this title provides an inside look into how he does it. Also included are the stories and tales of how it all started, traveling the world to illustrate cars, behind the scenes with manufacturers, the Corvette years, as well as a gallery of many illustrations. Never before has David Kimble provided a look into his cutaway "skunkworks," or shared the procedures for bringing these beautiful technical illustrations to life. This book is a must-have for any automotive or art fan.
In Play and Creativity in Art Teaching, esteemed art educator George Szekely draws on his two classic volumes, Encouraging Creativity in Art Lessons and From Play to Art, to create a new book for new times. The central premise is that art teachers are not only a source of knowledge about art but also a catalyst for creating conditions that encourage students to use their own ideas for making art. By observing children at play and using props and situations familiar to them, teachers can build on children’s energy and self-initiated discoveries to inspire school art that comes from the child’s imagination. The foundation of this teaching approach is the belief that the essential goal of art teaching is to inspire children to behave like artists, that art comes from within themselves and not from the art teacher. Play and Creativity in Art Teaching offers plans for the study of children’s play and for discovering creative art teaching as a way to bring play into the art room. While it does not offer a teaching formula or a single set of techniques to be followed, it demystifies art and shows how teachers can help children find art in familiar and ordinary places, accessible to everyone. This book also speaks to parents and the important roles they can play in supporting school art programs and nourishing the creativity of their children.