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Imaginative realism : how to paint what doesn't exist / James Gurney.

Available copies

  • 1 of 1 copy available at Homer Library.

Current holds

0 current holds with 1 total copy.

Location Call Number Barcode Shelving Location Holdable? Status Due Date
Homer Public Library 750 GUR 000159764 Nonfiction Place on copy / volume Available -

Record details

  • ISBN: 9780740785504
  • ISBN: 0740785508
  • Physical Description: 223 pages : illustrations (chiefly color) ; 27 cm
  • Publisher: Kansas City : Andrews McMeel Publishing, ©2009.

Content descriptions

Bibliography, etc. Note:
Includes bibliographical references and index.
Formatted Contents Note:
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 maquettes ; Costumes ; Characters in settings ; Managing detail -- Dinosaurs : Digging dinosaurs ; Dinosaurs in their environment ; Unusual behaviors ; Multiple maquettes ; Setting up a tableau ; Homemade miniatures ; Wings and capes ; 2D-to-3D maquette ; Coloration -- Creatures and aliens : Creature maquettes ; Skeleton model ; Animal characters ; Half-human ; From model to mermaid ; Cyborgs -- Architecture : Four steps to build a city ; Visualizing waterfall city ; Architectural maquettes ; Lighting the maquette ; Clay and stone -- Vehicles : Start with the familiar ; Exaggeration ; Sketchbook as springboard ; Insect vehicles ; Walking vehicles ; Alternate history ; A 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 des-- Afterword -- Glossary.
Summary, etc.:
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.
Subject: Painting > Technique.
Realism in art.
Fantasy in art.
Fantasy in art.
Painting > Technique.
Realism in art.
Painting > Technique.
Realism in art.
Genre: Nonfiction.
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1001 . ‡aGurney, James, ‡d1958-
24510. ‡aImaginative realism : ‡bhow to paint what doesn't exist / ‡cJames Gurney.
260 . ‡aKansas City : ‡bAndrews McMeel Publishing, ‡c©2009.
300 . ‡a223 pages : ‡billustrations (chiefly color) ; ‡c27 cm
336 . ‡atext ‡btxt ‡2rdacontent
337 . ‡aunmediated ‡bn ‡2rdamedia
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504 . ‡aIncludes bibliographical references and index.
5050 . ‡aIntroduction -- 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 maquettes ; Costumes ; Characters in settings ; Managing detail -- Dinosaurs : Digging dinosaurs ; Dinosaurs in their environment ; Unusual behaviors ; Multiple maquettes ; Setting up a tableau ; Homemade miniatures ; Wings and capes ; 2D-to-3D maquette ; Coloration -- Creatures and aliens : Creature maquettes ; Skeleton model ; Animal characters ; Half-human ; From model to mermaid ; Cyborgs -- Architecture : Four steps to build a city ; Visualizing waterfall city ; Architectural maquettes ; Lighting the maquette ; Clay and stone -- Vehicles : Start with the familiar ; Exaggeration ; Sketchbook as springboard ; Insect vehicles ; Walking vehicles ; Alternate history ; A 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 des-- Afterword -- Glossary.
520 . ‡aOverview: 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.
650 0. ‡aPainting ‡xTechnique.
650 0. ‡aRealism in art.
650 0. ‡aFantasy in art.
650 7. ‡aFantasy in art. ‡2fast ‡0(OCoLC)fst00920845
650 7. ‡aPainting ‡xTechnique. ‡2fast ‡0(OCoLC)fst01050624
650 7. ‡aRealism in art. ‡2fast ‡0(OCoLC)fst01091231
650 7. ‡aPainting ‡xTechnique. ‡2sears
650 7. ‡aRealism in art. ‡2sears
655 4. ‡aNonfiction.
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