C Solarski
Drawing Basics and Video Game Art
Classic to Cutting-Edge Art Techniques for Winning Video Game Design
C Solarski
Drawing Basics and Video Game Art
Classic to Cutting-Edge Art Techniques for Winning Video Game Design
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A guide to learning the basic drawing skills needed to successfully create video game art. It demonstrates how fine art principles like drawing skills, anatomy, values and lighting and colour all apply to the creation of artwork for video games. It features artwork from such hit video games as "Halo Reach", "Zelda", and "Super Mario Galaxy 2".
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A guide to learning the basic drawing skills needed to successfully create video game art. It demonstrates how fine art principles like drawing skills, anatomy, values and lighting and colour all apply to the creation of artwork for video games. It features artwork from such hit video games as "Halo Reach", "Zelda", and "Super Mario Galaxy 2".
Produktdetails
- Produktdetails
- Verlag: Watson-Guptill Publications
- Seitenzahl: 240
- Erscheinungstermin: 18. September 2012
- Englisch
- Abmessung: 263mm x 220mm x 18mm
- Gewicht: 896g
- ISBN-13: 9780823098477
- ISBN-10: 0823098478
- Artikelnr.: 35893489
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
- Verlag: Watson-Guptill Publications
- Seitenzahl: 240
- Erscheinungstermin: 18. September 2012
- Englisch
- Abmessung: 263mm x 220mm x 18mm
- Gewicht: 896g
- ISBN-13: 9780823098477
- ISBN-10: 0823098478
- Artikelnr.: 35893489
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
CHRIS SOLARSKI received a BA in computer animation and began working as a 3D character and environment artist for Sony Computer Entertainment in London. Eventually, Solarski enrolled in art classes at the Warsaw Academy of Fine Arts. During that time, he discovered the exciting connection between classical art techniques and video game design. He currently develops his own video games under Solarski Studio. He also works as creative director of the Swiss-based social gaming startup Gbanga, and lectures at SAE Institute in Zurich.
Foreword by Tristan Donovan
Preface
Introduction
Level 01/ Fundamentals
Materials
Basic Pencil Techniques
Basic Perspective
Basic Volumes
Basic Lighting and Values
Visual Measuring Tools
Drawing Process
Level 02/ Advanced Drawing Concepts
Advanced Perspectives and Volumes
Advanced Lighting and Values
Atmospheric Perspective
Landscape Drawing
Level 03/ The Human Figure
Gravity and Movement
Proportions
Skeletal Landmarks
Level 04/ Anatomy
Six Stages for Rendering Anatomy
The Foot
The Leg
The Pelvis
The Spine and Ribcage
The Shoulder Girdle
The Arm
The Hand
The Head and Neck
Facial Expressions
Level 05/ Elements of Design
Frame
Camera Angle
Scale
Grouping
Lighting
Line
Shapes
Subverting Conventions
Level 06/ Character Design
Good Studio Practice
Brainstorming and Character Concept
Visual Metaphors
Mind-Map, Research, and Mood Board
Thumbnail Development
Final Character Drawing and Model Sheet
Level 07/ Environment Design
Character/Environment Shapes
Building Construction
Character-Centric Environment Design
Top-Down Environment Design
Gameplay Map
Level 08/ Color and Digital Tools
Color
Adding Color with Digital Tools
Professional Portfolio and Getting Work
Bibliography
Index
Preface
Introduction
Level 01/ Fundamentals
Materials
Basic Pencil Techniques
Basic Perspective
Basic Volumes
Basic Lighting and Values
Visual Measuring Tools
Drawing Process
Level 02/ Advanced Drawing Concepts
Advanced Perspectives and Volumes
Advanced Lighting and Values
Atmospheric Perspective
Landscape Drawing
Level 03/ The Human Figure
Gravity and Movement
Proportions
Skeletal Landmarks
Level 04/ Anatomy
Six Stages for Rendering Anatomy
The Foot
The Leg
The Pelvis
The Spine and Ribcage
The Shoulder Girdle
The Arm
The Hand
The Head and Neck
Facial Expressions
Level 05/ Elements of Design
Frame
Camera Angle
Scale
Grouping
Lighting
Line
Shapes
Subverting Conventions
Level 06/ Character Design
Good Studio Practice
Brainstorming and Character Concept
Visual Metaphors
Mind-Map, Research, and Mood Board
Thumbnail Development
Final Character Drawing and Model Sheet
Level 07/ Environment Design
Character/Environment Shapes
Building Construction
Character-Centric Environment Design
Top-Down Environment Design
Gameplay Map
Level 08/ Color and Digital Tools
Color
Adding Color with Digital Tools
Professional Portfolio and Getting Work
Bibliography
Index
Foreword by Tristan Donovan
Preface
Introduction
Level 01/ Fundamentals
Materials
Basic Pencil Techniques
Basic Perspective
Basic Volumes
Basic Lighting and Values
Visual Measuring Tools
Drawing Process
Level 02/ Advanced Drawing Concepts
Advanced Perspectives and Volumes
Advanced Lighting and Values
Atmospheric Perspective
Landscape Drawing
Level 03/ The Human Figure
Gravity and Movement
Proportions
Skeletal Landmarks
Level 04/ Anatomy
Six Stages for Rendering Anatomy
The Foot
The Leg
The Pelvis
The Spine and Ribcage
The Shoulder Girdle
The Arm
The Hand
The Head and Neck
Facial Expressions
Level 05/ Elements of Design
Frame
Camera Angle
Scale
Grouping
Lighting
Line
Shapes
Subverting Conventions
Level 06/ Character Design
Good Studio Practice
Brainstorming and Character Concept
Visual Metaphors
Mind-Map, Research, and Mood Board
Thumbnail Development
Final Character Drawing and Model Sheet
Level 07/ Environment Design
Character/Environment Shapes
Building Construction
Character-Centric Environment Design
Top-Down Environment Design
Gameplay Map
Level 08/ Color and Digital Tools
Color
Adding Color with Digital Tools
Professional Portfolio and Getting Work
Bibliography
Index
Preface
Introduction
Level 01/ Fundamentals
Materials
Basic Pencil Techniques
Basic Perspective
Basic Volumes
Basic Lighting and Values
Visual Measuring Tools
Drawing Process
Level 02/ Advanced Drawing Concepts
Advanced Perspectives and Volumes
Advanced Lighting and Values
Atmospheric Perspective
Landscape Drawing
Level 03/ The Human Figure
Gravity and Movement
Proportions
Skeletal Landmarks
Level 04/ Anatomy
Six Stages for Rendering Anatomy
The Foot
The Leg
The Pelvis
The Spine and Ribcage
The Shoulder Girdle
The Arm
The Hand
The Head and Neck
Facial Expressions
Level 05/ Elements of Design
Frame
Camera Angle
Scale
Grouping
Lighting
Line
Shapes
Subverting Conventions
Level 06/ Character Design
Good Studio Practice
Brainstorming and Character Concept
Visual Metaphors
Mind-Map, Research, and Mood Board
Thumbnail Development
Final Character Drawing and Model Sheet
Level 07/ Environment Design
Character/Environment Shapes
Building Construction
Character-Centric Environment Design
Top-Down Environment Design
Gameplay Map
Level 08/ Color and Digital Tools
Color
Adding Color with Digital Tools
Professional Portfolio and Getting Work
Bibliography
Index