1. How to Draw Cars Like a Pro, 2nd Edition
In this long-awaited follow-up to the best-selling first edition of How to Draw Cars Like a Pro, renowned car designer Thom Taylor goes back to the drawing board to update his classic with all-new illustrations and to expand on such topics as the use of computers in design today. Taylor begins with advice on selecting the proper tools and equipment, then moves on to perspective and proportion, sketching and cartooning, various media, and light, shadow, reflection, color, and even interiors. Written to help enthusiasts at all artistic levels, his book also features more than 200 examples from many of today’s top artists in the automotive field. Updated to include computerized illustration techniques.
Author: Thom Taylor
2. How To Draw Cars Fast and Easy
How To Draw Cars Fast and Easy is a 134 page car drawing guide in downloadable e-book format, jam-packed from cover to cover with all the tips and techniques previously known by only a small handful of professional designers. This program contains all the information you’ll ever need to draw perfect looking cars quickly and easily that will amaze your friends.
Author: Tim Rugendyke
3. How To Design Cars Like a Pro
This book describes how car design and technology work through the eyes of the most talented and powerful car designers in the world. The interviews give a deep understanding of why we see what we see on the highways of the world. Author Tony Lewin has been a highly regarded magazine editor on the world stage for so long that some of the top young guns revealing all in this book were hanging on his words just a few years ago.
Author: Tony Lewin
4. How to Draw & Paint Cars
This book is not about learning how to draw and paint fashionable cars, super cars, tarted up street or ‘cool’ cars as referred to by some motoring journalists, it is about drawing and painting all types of cars. The author has endeavored to distill experience from many years creating images on this subject into a book that will help and encourage those keen to draw and paint cars, both for pleasure or as a career. The author takes you through the history of the car from it’s conception in 1885 to current models with sketches and paintings created in a variety of mediums, with examples and step by step guides. Readers are encouraged to develop their skills, whether raw beginners or accomplished artists. The road to success won’t be easy, but, through this book you will learn all the techniques short cuts accumulated over decades by an accomplished commercial artist. Whether for business or pleasure this book is THE handbook for automotive art. With 185 illustrations and step by step guides this is a must have for any budding auto artist.
Author: Tony Gardiner
5. How to Draw Cars the Hot Wheels Way
This book provides excellent how-to-draw detail that is appealing and easy to follow for Hot Wheels(tm) and drawing enthusiasts from ages 10 to adult. Detailed drawing techniques with descriptive captions allow readers to create their own automotive designs. Illustrations emphasize how to draw fantasy, custom, concept, and hot rod cars. Author Scott Robertson uses original Mattel artwork throughout the book. With real Mattel artwork featured in detail, the bo0ok has great appeal for collectors, even if they aren’t aspiring artists. Because Hot Wheels(tm) diecast cars are modeled after both real and fantasy vehicles, the techniques and interest to readers is the same as for real-life car enthusiasts. Officially licensed by Mattel.
Author: Scott Robertson
6. H-Point: The Fundamentals of Car Design & Packaging
The ultimate reference guide for car designers and automotive engineers! H-Point was written by the pioneer of the Vehicle Architecture course at Art Center College of Design, Stuart Macey along with the Director of Advanced Mobility Research, Geoff Wardle. Currently used as the educational handout for the transportation design students at Art Center, it will now be available to aspiring car creators everywhere, clearly organizing the packaging standards that apply to car and truck design; along with insightful graphic explanations, this book demystifies the automotive design process and allows designers access to an illustrious careers worth of knowledge.
Author: Stuart Macey
7. How to Design Cars Like a Pro
This comprehensive new edition of How to Design Cars Like a Pro provides an in-depth look at modern automotive design. Interviews with leading automobile designers from Ford, BMW, GM Jaguar, Nissan and others, analyses of past and present trends, studies of individual models and concepts, and much more combine to reveal the fascinating mix of art and science that goes into creating automobiles. This book is a must-have for professional designers, as well as for automotive enthusiasts.
Author: Tony Lewin
8. DRIVE: vehicle sketches and renderings
DRIVE features Scott Robertson’s very latest vehicle designs intended for the video game space communicated through skillfully drawn sketches and renderings.
DRIVE builds upon the success of his prior two vehicle design books, Start Your Engines and Lift Off. Featuring four chapters, each representing a different aesthetic theme, Aerospace, Military, Pro Sports and Salvage, conceptual sports cars, big-rigs and off -road vehicle designs are beautifully represented through traditional and digital media sketches, and renderings.
Author: Scott Robertson
9. How to Illustrate and Design Concept Cars
Beginners will find an easy-to-follow introduction to the topic, while more experienced designers can find new inspirations by reading about the author’s workflow process. A very interesting book for everyone who loves drawing and rendering cars.
Author: Adrian dewey
10. Start Your Engines: Surface Vehicle Sketches & Renderings from the Drawthrough Collection (Air Vehicle Sketches)
Start Your Engines compiles works from Scott Robertson’s vast archives of ground vehicle drawings and renderings, and features the following chapters: Cars, Bicycles, Snowcraft Mechanimals and selected work from the conceptual design of vehicles for the video games Field Commander and Spy Hunter 2. The Cars chapter comprises about half of this book and features original designs both futuristic and retrospective.