• Complain

Mark A. Nelson - Fantasy World-Building: A Guide to Developing Mythic Worlds and Legendary Creatures

Here you can read online Mark A. Nelson - Fantasy World-Building: A Guide to Developing Mythic Worlds and Legendary Creatures full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. year: 2019, publisher: Dover Publications, genre: Home and family. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

Romance novel Science fiction Adventure Detective Science History Home and family Prose Art Politics Computer Non-fiction Religion Business Children Humor

Choose a favorite category and find really read worthwhile books. Enjoy immersion in the world of imagination, feel the emotions of the characters or learn something new for yourself, make an fascinating discovery.

Mark A. Nelson Fantasy World-Building: A Guide to Developing Mythic Worlds and Legendary Creatures

Fantasy World-Building: A Guide to Developing Mythic Worlds and Legendary Creatures: summary, description and annotation

We offer to read an annotation, description, summary or preface (depends on what the author of the book "Fantasy World-Building: A Guide to Developing Mythic Worlds and Legendary Creatures" wrote himself). If you haven't found the necessary information about the book — write in the comments, we will try to find it.

When artists and designers explore or create a fictional setting, the milieu must be completely fleshed out, explained, and designed. In this book, comic and gaming art veteran Mark A. Nelson explores and demonstrates his methods for fashioning visually stunning, believable environments for fantasy creatures and characters. Scores of images and step-by-step examples illustrate how variation and experimentation lead to fresh, original designs for otherworldly beings, their environments, and their stories.
Nelson discusses how to find ideas and borrow from history to add the strength of realism to a fantasy world. In describing the best ways to establish a habitat, he offers specifics about climate, terrain, flora, and wildlife. He shares insights into founding societies in terms of their means of survival, manner of warfare, spiritual practices, style of dress, and levels of technology. All visual creatives who work with imaginative material illustrators, comic artists, and writers will take a lively interest in this source of inspiration and practical knowledge.

In sixteen breezy-yet-surprisingly-concise chapters he covers everything from visual problem solving to spirituality to warfare to transportation, not with the idea of giving the reader lessons to copy by rote but rather as prompts to develop their own original concepts. If I were suggesting three books every budding artist should have at their fingertips they would be Figure Drawing for All Its Worth by Andrew Loomis, Imaginative Realism: How to Paint What Doesnt Exist by James Gurney, and, most definitely, Marks Fantasy World-Building. Muddy Colors

Mark A. Nelson: author's other books


Who wrote Fantasy World-Building: A Guide to Developing Mythic Worlds and Legendary Creatures? Find out the surname, the name of the author of the book and a list of all author's works by series.

Fantasy World-Building: A Guide to Developing Mythic Worlds and Legendary Creatures — read online for free the complete book (whole text) full work

Below is the text of the book, divided by pages. System saving the place of the last page read, allows you to conveniently read the book "Fantasy World-Building: A Guide to Developing Mythic Worlds and Legendary Creatures" online for free, without having to search again every time where you left off. Put a bookmark, and you can go to the page where you finished reading at any time.

Light

Font size:

Reset

Interval:

Bookmark:

Make
FANTASY WORLD-BUILDING FANTASY WORLD-BUILDING A Guide to Developing - photo 1

FANTASY

WORLD-BUILDING

FANTASY WORLD-BUILDING A Guide to Developing Mythic Worlds and Legendary - photo 2

FANTASY

WORLD-BUILDING

A Guide to Developing Mythic Worlds and Legendary Creatures

MARK A. NELSON

Foreword by

TODD LOCKWOOD

DOVER PUBLICATIONS, INC.

Mineola, New York

Copyright Copyright 2019 by Mark A Nelson All rights reserved - photo 3

Copyright

Copyright 2019 by Mark A. Nelson

All rights reserved.

Bibliographical Note

Fantasy World-Building: A Guide to Developing Mythic Worlds and Legendary Creatures is a new work, first published by Dover Publications, Inc., in 2019.

International Standard Book Number

ISBN-13: 978-0-486-82865-7

ISBN-10: 0-486-82865-4

Manufactured in the United States by LSC Communications

82865401 2019

www.doverpublications.com

CONTENTS

by Todd Lockwood

FOREWORD There is a monster in the heart of Texas I first met this beast - photo 4

FOREWORD

There is a monster in the heart of Texas I first met this beast in 1996 - photo 5

There is a monster in the heart of Texas.

I first met this beast in 1996, shortly after joining the art staff at TSR, makers of the role-playing game Dungeons & Dragons. I was surrounded by luminaries in the field of fantastic illustration; they all knew and admired him. He visited once or twice, and I was struck by his gigantic personality and enormous good cheer. I quickly learned that his outsize presence and sense of humor are dwarfed only by the immensity of his talent.

I speak, of course, of Mark A. Nelson. He taught illustration at the time at Northern Illinois University in DeKalb, not far from the TSR offices. There he helped to launch the careers of a great many notable illustrators: Tom Baxa, Jeff Laubenstein, Jim Nelson, rk post, Armand Balthazar, Mike Sutfin, and many, many more. Its a long list. All were touched by his glorious madness. Suffice it to say that his influence on the industry has been gargantuan.

He invited us to his expansive home one time. It was like walking into the treasure hoard of a dragon. We drooled over countless flat files full of arthis own and othersand his massive collection of amazing memorabilia. I recall, in particular, the skull of a saber-toothed lion, which I covet to this day.

Eventually, the university and the monster parted ways. He found himself in the Lone Star State, where he still resides, like an ogre-mage determined to populate the world with all manner of monsters, demons, primordial behemoths, fairies, dragons, and maidens fair and foul. His particular alchemy draws on a bottomless well of anatomical knowledge, creative energy, and diabolical wit. He is easily the most prolific artist I know. Hes unstoppable. And thats a good thing. He makes the universe a bigger, scarier, more mysterious, funnier place.

You hold in your hands a link to his special magic. Enter, sharpen your claws, file your teeth, and prepare to unleash monsters of your own on the world.

Todd Lockwood

Naples, Italy

November 2018

VISUAL PROBLEM SOLVER W orking as a visual problem solver is what most - photo 6

VISUAL PROBLEM SOLVER

W orking as a visual problem solver is what most artists do. We develop or are presented with a series of descriptions and ideas to create worlds, characters, and stories. It is our hope that we do this in believable scenarios in the form of finished artwork.

Sometimes you work within a set of parameters set by the project. Other times you set these considerations yourself. When you are dealing with licensed properties, you have to work within provided guidelines. This by no means should stifle your creativity. In fact, you can find many ways of working and creating outlooks within these guidelines.

I have worked on many licensed properties and have designed buildings, creatures, spaceships, rooms, interiors, and costumes that ranged from the humorous to the dark. I have drawn funny animals to terrifying ones, hard sci-fi to horror, and realistic settings to the fantastic. Each represented a new answer within this world, an avenue for me to conquer as an artist and grow my skill set. I try to look at it all as a challenge. What can I do to bring it to life with a set of visuals in an interesting way, a new way, or build upon the existing world and add my personal touch? When do we start talking worlds? You get to fill them with everything, and I do mean everything! This includes your favorite habitats, rocks, grass, trees, critters, buildings.... The list goes on and on. It is a rather daunting challenge, but here is where the seeds of this book came from.

SOMEONE SETS A PROBLEM A SWORD Just what does this mean The mind starts - photo 7

SOMEONE SETS A PROBLEM: A SWORD.

Just what does this mean?

The mind starts: short sword, broadsword, two-handed battle sword, more than one blade, etc.

What type of pommel? Grip? Cross guard or rain guard? Leather grip or bone grip?

Type of metal? The finish? Damascus steel? Engraved? Flutes? Is it old and rusty? New and highly polished? Does it have decorations or engraving? And so on.

And if the character has a very well-defined sword, you can always practice your skills in drawing and/or painting metal and researching the method of how it was made, with the hope of adding more believability to your finished product.

RESEARCH RESEARCH RESEARCH I am a huge proponent of research When I started - photo 8

RESEARCH, RESEARCH, RESEARCH

I am a huge proponent of research. When I started doing illustration, there was no Internet. If you wanted to find things, you went to the library, checked out books, pored over magazines and other periodicals for reference. As you collected images, you put them into file folders and labeled them. You created what was called a morgue. When illustrators died, their morgues often were passed on or sold. They were rich depictions of periods in time, examples of work by other illustrators, and amazing collections of images. Needless to say, it was a lot of paper, file cabinets, and weight to move.

Nowadays, the Internet has given us a worldwide morgue of images, but I still have reference files on my hard drive. The digital camera has added another file-gathering tool. I have shot many different references with my camera and smartphone. The information highway is just a touch away, and your information gathering has never been easier. The morgue is an old habitat. It allows you to place materials where you need them, find images quickly, and forces you to organize photos and references.

CHARACTER

Model sheets, FBS (front-back-side), or character design sheets is where we start. Everything is worked out by height, body shape, and clothing. Then the character is rotated to the side and back, and the drawing is finished. Sometimes a three-quarter shot is added for a mild action pose. Occasionally, when deadlines are imminent, I will do a three-quarter shot of a spaceship or other element and the modeler will finish the 3-D sculpture of it.

Next page
Light

Font size:

Reset

Interval:

Bookmark:

Make

Similar books «Fantasy World-Building: A Guide to Developing Mythic Worlds and Legendary Creatures»

Look at similar books to Fantasy World-Building: A Guide to Developing Mythic Worlds and Legendary Creatures. We have selected literature similar in name and meaning in the hope of providing readers with more options to find new, interesting, not yet read works.


Reviews about «Fantasy World-Building: A Guide to Developing Mythic Worlds and Legendary Creatures»

Discussion, reviews of the book Fantasy World-Building: A Guide to Developing Mythic Worlds and Legendary Creatures and just readers' own opinions. Leave your comments, write what you think about the work, its meaning or the main characters. Specify what exactly you liked and what you didn't like, and why you think so.