This
section was going to form part of a FAQ as I often get asked about the
kinds of books I refer to when I'm working or what kind of books novice
CG artists should be reading. It turns out the easiest answer I can
give is to put up some examples of the best books I currently have on
my shelves. Unfortunately a lot of the more interesting ones are out
of print but these few here should be enough for now. I've set this
up so a click on one of the images will take you to Amazon.com where
you can get more details about the book and even buy it. If you have
any questions or comments about any of these books then send
me an email. Hope it helps!
Computer
Graphics Theory
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Digital
Character Design and Painting (NEW)
Definitely
my most valuable purchase of recent times. It's actually in three
sections: Character Design, Traditional Painting Art Theory and
Digital Painting Techniques. The first two sections lack examples
and are pretty brief but the third section is superb. You couldn't
hope for more detailed, precise, practical advice. Also includes
a CDROM with software and amazing time-lapse movies of the author
in action.
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MEL
Scripting for Maya Animators (NEW)
This
is probably most suited to those Maya animators who are comfortable
with some of the more technical aspects of Maya but have so far
been intimidated by the complexity of MEL. There's also plenty
for occaisional MEL dabblers like me, but MEL experts should probably
check the contents before purchasing.
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Maya:
Secrets of the Pros
This
fascinating book covers a range of advanced topics. Probably more
suited to professionals, it concentrates less on actual mouse
clicks and more on general approaches to complex technical challenges.
Rather than being a training manual for individual artists it
presents working solutions and methods for use in real production
environments.
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Digital
Lighting and Rendering
An
excellent resource for anyone in computer graphics. Novices and
intermediates will get the most from it but self-taught veterans
will probably find a few gems as well as gaining inspiration from
the fine example images.
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Digital
Texturing and Painting
Aimed
at pretty much the same level as the above book, Digital Texturing
and Painting focusses on those interested in improving their texturing
skills. A large portion of the book deals with real life examples
and studies of traditional art but there are plenty of CG exercises
plus a CD of tutorial files. The author uses Maya but he also
translates the concepts into XSI and Max
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Advanced
Renderman: Creating CGI for Motion Pictures
A
fascinating book for anyone who wants to know what's going on
inside their renderer and how to get the best out of it. There's
a lot of RenderMan specific examples but the concepts explained
are universal. Those who are comfortable with maths and programming
will find it satisfyingly in-depth and those that aren't can easily
skip those parts and move on to the excellent sections on lighting
and composition.
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Special
Effects & Filmmaking
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Cinematography
Screencraft
19
of the world's best cinematographers discuss their art with hundreds
of frames reproduced from their films. Fantastic work from The
Piano to Saving Private Ryan.
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Industrial
Light & Magic: The Art of Special Effects
How
often do you buy a book and watch it turn into ancient history
before your eyes? An enormous volume containing the fascinating
story of how special effects used to be made before the CG revolution,
including hundreds of fabulous pictures from ILM's classic moments.
Still relevant in many places but largely a nostalgic recollection
of the non digital special effects industry.
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Industrial
Light & Magic: Into the Digital Realm
The
story of the pioneering days of CG and digital effects, from cinema's
first "Morph" right up to the controversial Star
Wars Special Editions. Still vastly interesting of course
and again packed with gorgeous pictures. Enough material to keep
you reading for weeks.
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Film
Directing Shot by Shot
An
essential read for anyone who didn't go to film school but is
planning to make their own CG movie. You might think watching
movies all your life has given you enough knowledge to string
a few shots together but trust me, you shouldn't render a single
frame until you've read this.
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Traditional
Art Theory
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Figure
Drawing Without a Model
There's no magic formula in here for drawing figure, just a lot
of advice on how to eventually develop the right skills. There are
some tips to follow and some training exercises, plus a range of
extremely good example sketches. More inspiration than theory but
a damn fine book nonetheless. |
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Dynamic
Wrinkles and Drapery
(NEW)
If you've ever struggled with unrealistic creases and wrinkles
in your characters' clothes you'll know why this book is so popular.
A whole book devoted solely to the art of drawing creases in clothing!
Lot's of theory, techniques and examples for getting all those
little lines just right.
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Art
& Illustration
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Oblagon:
Concepts of Syd Mead
Syd Mead has probably done as much to define the look of 20th century
sci-fi as any other individual. Also an accomplished designer in
the "real world" Mead has designed on such movies as Tron,
2010, Star Trek: The Motion Picture and of course Bladerunner. His
trademark is stunning but believable visions of the future. |
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Spectrum
8
Busty dragonslayers and exploding starships take a back seat in
this marvelous compilation of contemporary fantasy and science fiction
illustration. Featuring the work of around 200 artists this is a
fantastic up-to-date collection with an enormous range of styles
and subjects. Published in 2001, watch this space for Spectrum 9.
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Spectrum
7
Spectrum 8 was so good I had to go back in time and pick up Spectrum
7. Pretty much the same as above: every style imaginable; every
subject imaginable and apparently every artist imaginable. With
barely any text and around 300 full colour pictures you absolutely
can't go wrong with this book. Please note that despite what I said
above there are some busty dragonslayers if that's what you're
into... |
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Spectrum
9 (NEW)
A very predictable purchase I suppose. Just as good as volumes 7
and 8. |
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The
Pre-Raphaelites
A hundred years before Global Illumination, the pre-Raphaelites
were using the latest technology to produce paintings with eerie
photorealism. Incredibly beautiful and with some atmospheric medieval
themes that put some of these D&D artists to shame. |
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J
W Waterhouse
J
W Waterhouse is one of the artists features in the above book.
More great pictures but slightly too many of them are in black
& white.
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Lightship
I
have a few cheesy sci-fi/fantasy illustration books on the bottom
shelf and this one was the first I ever bought. The fact that this
is still in print shows the outstanding quality of Jim Burns' work.
Yes, it's quite dated but being whisked back to 70's and 80's sci-fi
imagery is no bad thing once in a while |
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Heavy
Light: The Art of De Es
A wide range of surreal art from De Es. Starts off a little creepy
then develops into some lovely textured paintings. Unfortunately
descends into some pointless daubings towards the back of the book.
Still very good though. |
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Mind
Fields: The Art of Jacek Yerka
Fascinating,
intricate paintings accompanied by some surreal texts by Harlan
Ellison.
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Useful
Reference
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World
Air Power Journal
(NEW)
This
was an enormously useful book when I was working on Viper all
those years ago. It's basically a quarterly journal for geeky
planespotters but it just happens to have photographs of all kinds
of military aircraft. The photos are pretty functional (no arty
sunset shots) but there's about 500 of them so it's perfect for
sci-fi concepters. This particular issue has a fold-out feature
on the B52 but I expect all the issues would be equally useful.
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Bridges
This
might seem like an odd inclusion but I've referred to it quite
frequently. Useful reference material for anyone expecting to
model large structures of any kind, not just bridges.
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Water
and Architecture
Some fascinating pictures of all kinds of architectural subjects
from Miami swimming pools to medieval fountains. Some of the modern
features are particularly inspirational. |
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Gothic
Revival
If
you're doing "gothic" you need this book. Pictures of
everything from chairs to cathedrals all in intricate gothic style.
I referred to it constantly when modelling on HMS Carnage.
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Movie
Art
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The
Art of Star Wars: Episode IV: A New Hope
A
marvelous book featuring mostly concept sketches and paintings
from Star Wars' pre-production, plus photo's of props and models.
Gain insight into how the legendary TIE fighters and X-Wings evolved
in the minds of the creators, and see the inspirational artwork
that sold the Star Wars idea to the sceptical studios. Also features
the full script so you can finally figure out Princess Leia's
incomprehensible last line of dialogue.
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The
Art of Star Wars: Episode V: The Empire Strikes Back
More
of the same but this time there's no script. Normally I wouldn't
recommend relying on this kind of book if you've been asked to
design a spaceship; the temptation to plagiarise is far too great!
By all means flick though the pages but your ideas should really
come from contemporary sources like motorbikes or submarines or
aircraft.
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The
Art of Star Wars: Episode VI: Return of the Jedi
Obviously
even more of the same. Whatever your thoughts on the quality of
the film itself the artwork has to be the best of the trilogy.
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Film
Architecture
A
fascinating book that explores some of the most striking architecture
featured in the movies. Includes examples from Metropolis and
Bladerunner as well as many others both well known and obscure.
There's a bias towards the black and white horror movies and visionary
sci-fi epics but that's fine by me.
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From
Star Wars to Indiana Jones: The Best of the Lucasfilm Archives
Similar
to the Art of Star Wars books above but this time also featuring
works from the Indiana Jones trilogy. This book also focusses
more on the physical aspects of the movies with close-up photo's
of models, props and costumes.
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The
Prince of Egypt: A New Vision in Animation
The
story of the movie's production alongside large reproductions
of some of the backgrounds, pre-production sketches and finished
frames. If you've seen the film then you probably already know
how great this book looks.
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The
Making of Alien Resurrection
These
"Making of" books can often be pretty pointless but
I include this one as a bit of an exception. The text may be lacking
in detail but every page is full of texture and atmosphere. Some
great artwork and special effects elements from the movie.
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more
to follow...
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