Digital Imaging for Visual Artists
McGraw-Hill Inc.,US (Publisher)
Published on 1. January 1994
Book
Paperback/Softback
660 pages
978-0-07-025067-3 (ISBN)
Description
Digital imaging is the most revolutionary advance in the visual arts since the camera. Computerized creation and manipulation of photographs and illustrations has become the mark of top-quality design work. If you are a photographer, designer or illustrator, then you need all the help you can get sorting through the morass of technical specifications and salesmanship surrounding this new technology. This book is designed to ease your transition to computerized media. It provides a detailed overview of technical and creative issues such as what hardware and software to buy and how to harnass its power, how to get the most from scanners and printers; how to work effectively with service bureaus and how to calculate imaging costs.
More details
Language
English
Place of publication
New York
United States
Publishing group
McGraw-Hill Education - Europe
Target group
College/higher education
Professional and scholarly
Illustrations
300 illustrations, 16
Dimensions
Height: 256 mm
Width: 213 mm
ISBN-13
978-0-07-025067-3 (9780070250673)
Copyright in bibliographic data is held by Nielsen Book Services Limited or its licensors: all rights reserved.
Schweitzer Classification
Content
Part 1: How will digital imaging impact on Careers & Creativity? How is imaging Affecting Today's Market & Tomorrow's Potential Profits!- Profile of an imager: What does it take to be a successful manager?- common sense tips for closet computer Phobiacs & Others new to computers - The question of copyright : Does computerised art compromise ownership rights to intellectual & creative property? - Altered Reality: Ethical & Legal Questions Sparked by Digital Imaging. Part 2 Imaging Hardware Blueprint of An imaging System - Mac or PC, Desktop or Mini-Putting Together a PC System - Putting Together A Mac System - Scanners: Getting Your Pictures into the Computer - Filmless Cameras: A Difference Kind of Input Devices - Storage Devices-Film Recorders - Printers - Useful or necessary Accessories. Part 3: Imaging Software. Painterly Fashion-Beating the Steep Learning Curve - How to navigate Through almost any paint Program - Harnessing the Power of illustration Programs - Conquering Masking- Digital Filters & Other Special Effects - Playing with Colour - A Balancing Act: Tools for perfecting your bitmapped image - creative montaging - file formats & data management - desktop publishing & layout programs - important non-imaging software. Part 4: When technology fails. Getting help, or how to avert or resolve crisis. Part 5: The difficult question of colour. CMYK or RGB: What you see Isn't necessarily what you will get - controlling Colour. Part 6: Understanding Pre-Press Issues. Pre-press Black Magic - Working Effectively with a service Bureau or paint shop. Part 7: The economics of imaging. The cost of imaging.