Reddit mentions: The best architectural presentation books

We found 614 Reddit comments discussing the best architectural presentation books. We ran sentiment analysis on each of these comments to determine how redditors feel about different products. We found 251 products and ranked them based on the amount of positive reactions they received. Here are the top 20.

1. Eating Animals

    Features:
  • Back Bay Books
Eating Animals
Specs:
Height8.25 Inches
Length5.5 Inches
Number of items1
Release dateSeptember 2010
Weight0.72 Pounds
Width1 Inches
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2. Architecture: Form, Space, and Order

Architecture: Form, Space, and Order
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Height10.999978 Inches
Length8.499983 Inches
Number of items1
Weight2.7778245012 Pounds
Width0.948817 Inches
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3. Introduction to 3D Game Programming with DirectX 11

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Introduction to 3D Game Programming with DirectX 11
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Height9 Inches
Length7 Inches
Number of items1
Weight3.25 Pounds
Width1.75 Inches
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4. Meggs' History of Graphic Design

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  • Hyphen Press
Meggs' History of Graphic Design
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Height11.200765 Inches
Length8.999982 Inches
Number of items1
Weight4.83694202828 Pounds
Width1.499997 Inches
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5. Grid Systems: Principles of Organizing Type (Design Briefs)

Chronicle Books Llc
Grid Systems: Principles of Organizing Type (Design Briefs)
Specs:
Height8.5 Inches
Length7 Inches
Number of items1
Release dateAugust 2004
Weight0.85 Pounds
Width0.5 Inches
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6. How To Be a Graphic Designer Without Losing Your Soul

How To Be a Graphic Designer Without Losing Your Soul
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Length7.7 Inches
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Weight1.05 Pounds
Width0.6 Inches
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7. Building Construction Illustrated

    Features:
  • Features C15 connector that works with both C14 and C16.
  • Multi-purpose and can also be used with appliances.
  • 14AWG 6ft Black color
  • Package Weight: 0.31 kilograms
Building Construction Illustrated
Specs:
Height10.700766 Inches
Length8.499983 Inches
Number of items1
Release dateFebruary 2014
Weight2.83514468932 Pounds
Width0.901573 Inches
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8. Meggs' History of Graphic Design

Meggs' History of Graphic Design
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Height11.043285 Inches
Length8.838565 Inches
Number of items1
Weight4.7950485 Pounds
Width1.48027263 Inches
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9. Architectural Graphics

Architectural Graphics
Specs:
Height11 Inches
Length8.5 Inches
Number of items1
Release dateNovember 2009
Weight1.38009376012 Pounds
Width0.58 Inches
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10. Graphic Design

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Graphic Design
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Height9 Inches
Length8 Inches
Number of items1
Release dateApril 2014
Weight1.85 Pounds
Width0.75 Inches
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12. Landscape Graphics: Plan, Section, and Perspective Drawing of Landscape Spaces

    Features:
  • Watson-Guptill Publications
Landscape Graphics: Plan, Section, and Perspective Drawing of Landscape Spaces
Specs:
ColorSilver
Height8.47 Inches
Length10.85 Inches
Number of items1
Release dateSeptember 2002
Weight1.25002102554 Pounds
Width0.46 Inches
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13. Rapid Viz: A New Method for the Rapid Visualization of Ideas

Rapid Viz: A New Method for the Rapid Visualization of Ideas
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Height9 Inches
Length7.5 Inches
Number of items1
Weight0.91 Pounds
Width0.75 Inches
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14. The Measure of Man and Woman: Human Factors in Design

Wiley
The Measure of Man and Woman: Human Factors in Design
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ColorBlue
Height9.098407 Inches
Length12.200763 Inches
Number of items1
Weight1.6755131912 Pounds
Width0.901573 Inches
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16. Typographic Systems of Design: Frameworks for Type Beyond the Grid (Graphic Design Book on Typography Layouts and Fundamentals)

    Features:
  • Used Book in Good Condition
Typographic Systems of Design: Frameworks for Type Beyond the Grid (Graphic Design Book on Typography Layouts and Fundamentals)
Specs:
Height8.5 Inches
Length7 Inches
Number of items1
Release dateMay 2007
Weight0.992080179 Pounds
Width0.5 Inches
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18. Architectural Graphics

Architectural Graphics
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Height10.799191 Inches
Length8.401558 Inches
Number of items1
Weight1.6314207388 Pounds
Width0.598424 Inches
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19. The Smart Growth Manual

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  • Island Press
The Smart Growth Manual
Specs:
Height8.3 Inches
Length7.2 Inches
Number of items1
Weight0.61288508836 Pounds
Width0.55 Inches
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20. Color Drawing: Design Drawing Skills and Techniques for Architects, Landscape Architects, and Interior Designers

Color Drawing: Design Drawing Skills and Techniques for Architects, Landscape Architects, and Interior Designers
Specs:
Height11.200765 Inches
Length8.70077 Inches
Number of items1
Weight3.26725072284 Pounds
Width0.999998 Inches
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🎓 Reddit experts on architectural presentation books

The comments and opinions expressed on this page are written exclusively by redditors. To provide you with the most relevant data, we sourced opinions from the most knowledgeable Reddit users based the total number of upvotes and downvotes received across comments on subreddits where architectural presentation books are discussed. For your reference and for the sake of transparency, here are the specialists whose opinions mattered the most in our ranking.
Total score: 37
Number of comments: 9
Relevant subreddits: 1
Total score: 24
Number of comments: 6
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Total score: 24
Number of comments: 4
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Total score: 10
Number of comments: 4
Relevant subreddits: 2
Total score: 9
Number of comments: 3
Relevant subreddits: 1
Total score: 7
Number of comments: 3
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Total score: 6
Number of comments: 7
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Total score: 6
Number of comments: 6
Relevant subreddits: 1
Total score: 6
Number of comments: 3
Relevant subreddits: 1
Total score: 3
Number of comments: 3
Relevant subreddits: 1

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u/CodyDuncan1260 · 2 pointsr/gamedev

Game Engine:

Game Engine Architecture by Jason Gregory, best you can get.

Game Coding Complete by Mike McShaffry. The book goes over the whole of making a game from start to finish, so it's a great way to learn the interaction the engine has with the gameplay code. Though, I admit I also am not a particular fan of his coding style, but have found ways around it. The boost library adds some complexity that makes the code more terse. The 4th edition made a point of not using it after many met with some difficulty with it in the 3rd edition. The book also uses DXUT to abstract the DirectX functionality necessary to render things on screen. Although that is one approach, I found that getting DXUT set up properly can be somewhat of a pain, and the abstraction hides really interesting details about the whole task of 3D rendering. You have a strong background in graphics, so you will probably be better served by more direct access to the DirectX API calls. This leads into my suggestion for Introduction to 3D Game Programming with DirectX10 (or DirectX11).



C++:

C++ Pocket Reference by Kyle Loudon
I remember reading that it takes years if not decades to become a master at C++. You have a lot of C++ experience, so you might be better served by a small reference book than a large textbook. I like having this around to reference the features that I use less often. Example:

namespace
{
//code here
}

is an unnamed namespace, which is a preferred method for declaring functions or variables with file scope. You don't see this too often in sample textbook code, but it will crop up from time to time in samples from other programmers on the web. It's $10 or so, and I find it faster and handier than standard online documentation.



Math:

You have a solid graphics background, but just in case you need good references for math:
3D Math Primer
Mathematics for 3D Game Programming

Also, really advanced lighting techniques stretch into the field of Multivariate Calculus. Calculus: Early Transcendentals Chapters >= 11 fall in that field.



Rendering:

Introduction to 3D Game Programming with DirectX10 by Frank. D. Luna.
You should probably get the DirectX11 version when it is available, not because it's newer, not because DirectX10 is obsolete (it's not yet), but because the new DirectX11 book has a chapter on animation. The directX 10 book sorely lacks it. But your solid graphics background may make this obsolete for you.

3D Game Engine Architecture (with Wild Magic) by David H. Eberly is a good book with a lot of parallels to Game Engine Architecture, but focuses much more on the 3D rendering portion of the engine, so you get a better depth of knowledge for rendering in the context of a game engine. I haven't had a chance to read much of this one, so I can't be sure of how useful it is just yet. I also haven't had the pleasure of obtaining its sister book 3D Game Engine Design.

Given your strong graphics background, you will probably want to go past the basics and get to the really nifty stuff. Real-Time Rendering, Third Edition by Tomas Akenine-Moller, Eric Haines, Naty Hoffman is a good book of the more advanced techniques, so you might look there for material to push your graphics knowledge boundaries.



Software Engineering:

I don't have a good book to suggest for this topic, so hopefully another redditor will follow up on this.

If you haven't already, be sure to read about software engineering. It teaches you how to design a process for development, the stages involved, effective methodologies for making and tracking progress, and all sorts of information on things that make programming and software development easier. Not all of it will be useful if you are a one man team, because software engineering is a discipline created around teams, but much of it still applies and will help you stay on track, know when you've been derailed, and help you make decisions that get you back on. Also, patterns. Patterns are great.

Note: I would not suggest Software Engineering for Game Developers. It's an ok book, but I've seen better, the structure doesn't seem to flow well (for me at least), and it seems to be missing some important topics, like user stories, Rational Unified Process, or Feature-Driven Development (I think Mojang does this, but I don't know for sure). Maybe those topics aren't very important for game development directly, but I've always found user stories to be useful.

Software Engineering in general will prove to be a useful field when you are developing your engine, and even more so if you have a team. Take a look at This article to get small taste of what Software Engineering is about.


Why so many books?
Game Engines are a collection of different systems and subsystems used in making games. Each system has its own background, perspective, concepts, and can be referred to from multiple angles. I like Game Engine Architecture's structure for showing an engine as a whole. Luna's DirectX10 book has a better Timer class. The DirectX book also has better explanations of the low-level rendering processes than Coding Complete or Engine Architecture. Engine Architecture and Game Coding Complete touch on Software Engineering, but not in great depth, which is important for team development. So I find that Game Coding Complete and Game Engine Architecture are your go to books, but in some cases only provide a surface layer understanding of some system, which isn't enough to implement your own engine on. The other books are listed here because I feel they provide a valuable supplement and more in depth explanations that will be useful when developing your engine.

tldr: What Valken and SpooderW said.

On the topic of XNA, anyone know a good XNA book? I have XNA Unleashed 3.0, but it's somewhat out of date to the new XNA 4.0. The best looking up-to-date one seems to be Learning XNA 4.0: Game Development for the PC, Xbox 360, and Windows Phone 7 . I have the 3.0 version of this book, and it's well done.

*****
Source: Doing an Independent Study in Game Engine Development. I asked this same question months ago, did my research, got most of the books listed here, and omitted ones that didn't have much usefulness. Thought I would share my research, hope you find it useful.

u/Duvo · 5 pointsr/GraphicDesign

Hey, I'm not too sure how much I can help with the college choices, I come from a different country so I don't know enough about that, but I am big on learning things myself and if you'd like to strengthen your knowledge in graphic design, maybe even while studying, here are some awesome books to get yourself going in the right direction:

Meggs' History of graphic design: I love this book. before I bought it I found another on design as a whole but this is specifically related to graphic design. with a lot of briefs it helps to know what kind of association your font choice will create, and it's useful to look back at old graphic design to see if there's something you can re-purpose for your brief. if that's the case, this book is for you. Megg doesn't leave anything out too! it starts all the way back from the beginnings of written language!

The A - Z of Visual Ideas: How to Solve any Creative Brief: Imagery is almost as important to a brief as type. You'll need to be able to create something that grabs attention and gets a message across as quick as possible. If you're having trouble finding a way to express an idea, flip open this book and page through countless ways you could do it.

How To Be a Graphic Designer Without Losing Your Soul: Work experience is the best kind of learning there is. and if you feel like you're lost when you begin, this book will be your faithful mentor. There's a lot about freelancing and starting your agency too, it's just invaluable all around.

The Principles of Beautiful Web Design: If you'd like to become a web designer, this is a good book to start with. I'm an experienced web designer so I find some of the points a bit obvious, but I found a lot to learn all the same.

I don't like to waste time when it comes to learning things through the books I've bought so I can tell you first hand that these books are absolutely useful and won't just waffle on about what successful agencies have done. I'd also like to let you know that one of the finest graphic designers my previous agency had was a guy who came straight from high school and just really loved doing graphic design. When he left, he left a huge space to fill. On the other hand, I've met designers with honours degrees who didn't stay for longer than a year. But get a degree if you can, it helps to get your foot in the door. Getting a masters is awesome, and if you went magna cum laude I'm sure you would knock it out the park :) you aren't over your head in the slightest.

u/aabbccaabbcc · 1 pointr/changemyview

> What you are trying to do is impose a moral scale, a ranking, on life that says that taking this life is moral but taking this one is not.

So, I'll try to get this straight. Please set me straight if I have any of this wrong.

You're asserting that in moral terms, ALL LIFE is equal, completely regardless of its nervous system, capacity to perceive the world, form social connections, experience emotion, or suffer. For example, a herd of cows should be given exactly the same ethical consideration as a leaf of spinach: none whatsoever. Right? Because humans have a moral mandate to kill. And since all nonhuman life is equally worthless in these ethical terms, according to our moral mandate, we are allowed to destroy as much life as we please in order to eat what we'd like. Deciding if I want to be responsible for the "death" of a few beans or some spinach, or be responsible for a lifetime of captivity ended by a violent death of a cow (not to mention all the "plant death" that was necessary to make it grow in the first place).

Except humans. We can't kill each other, because we can acknowledge rights for each other.

What would you say about very young children and or mentally handicapped humans who don't have the mental capacity to "respect and protect the rights of others?" If this is where rights come from, then obviously not all humans have rights. Or is there more to it than just that?

> The arbitrary categorization of one life as more valuable than another is not made for moral reasons. It cannot be because morality is binary. A choice is either moral or immoral.

Please cite any theory of morality or ethics at all that says that there is no gradient of morality. While you're at it, please cite any theory of morality or ethics at all that says that if you must kill something, then you're justified in killing anything you want.

Actually, if you could cite anything to support your position, instead of just asserting things, that would be great! In particular, I'd love to see any credible ethical argument that all nonhuman life should be treated exactly equally in ethical terms.

> If this theory is true then the pure herbivores of our species did not survive natural selection - the omnivores proved better adapted for survival.

So, we should take our ethical cues from natural selection, then? I thought you said earlier that we shouldn't.

Regarding "human efficiency," what do you think of the environmental destruction caused by animal agriculture? Or, if human efficiency is only measured on an individual scale, how is it affected by the mounting evidence that eating animals isn't so great? (each word is a distinct link.) What about the antibiotics issue? Please address this.

> Yes - if both animals and plants suffer and several lives have been given already to create the animal then the animal causes the least loss of life and the least suffering. How many plants do you have to slaughter and digest screaming to equal one animal?

You said earlier that plants can't scream. And can't suffer. And the answer, once more with feeling, is: about a 10:1 ratio! Remember? I linked those wikipedia articles for you! Did you read them?

Which reminds me, I've been careful to only cite things that are reasonably "impartial": news articles, PubMed, wikipedia, that sort of thing. Nothing from the Humane Society or anything like that, since I imagine that you'll probably just dismiss it. If you'd be willing to read those things seriously, then by all means let me know and I'll share a few. And if you wouldn't mind addressing some of the things that those linked articles address, I'd appreciate it.

I'll go back a couple posts of yours, if you don't mind, because I forgot to address this point:

> The animal would have eaten the plants regardless of your decision. By eating the animal you are not participating in the death or the potential suffering of the plants.

Yes you are! You've paid for the animal to be bred, raised, fed, and slaughtered. You are contributing to the demand for this process. Are you claiming that by supporting something financially is completely divorced from all ethical responsibility? Please explain this, since I don't understand this view.

> Farming an animal for food is not torture. Torturing an animal for the sake of seeing it suffer is morally wrong.

Well, if you're in America, more than 99% of the time it is. Is it permissible to torture an animal to eat it more cheaply?

Jonathan Safran Foer's book Eating Animals, by the way, is an excellent and very honest investigation of the ethics of eating meat. It's written from the perspective of someone who's oscillated between eating meat and not eating it for his life so far, and I hope you'll believe me when I say that it is absolutely not judgmental of those who do. There's no way around the fact that it's been a human tradition for a very long time, and there's a great deal of sentimentality around it, and this book approaches the subject with great intellectual and moral honesty. I hope you'll at least consider reading it, if you would like to, I'd even be happy to send you my copy in the mail (although I'd probably be unwilling to give out my address over the internet), and you can keep it after that. And if you're right about the ethics of it, you'll blast through it in a few days and come away completely unchanged, since your position is totally bulletproof. If there's no threat, all you have to lose is a few hours of reading time. And, if you don't want to read anything, he's given a couple brief interviews 1, 2, 3, 4 that you can watch in a few minutes (the longest is an hour).

And of course, since I'm suggesting some reading material for you (I hope you're actually reading those articles by the way... it's hard to tell, since you haven't address any of them except the ADA abstract, which you dismissed with an appeal to nature), it's only fair that if you recommend any books or articles or films to me at all, I solemnly swear to read (or watch) them with an open mind. I'll even get back to you about what I think!

I think it's extremely telling that the industry has fought so hard to pass laws against documenting abuse in their operations. Would you agree that given a choice between cheap meat that has been raised in torturous conditions, and expensive meat that was raised in a way to give the animal a good life while it was alive, one has a moral obligation to choose the one that caused less suffering? This, I expect, is in line with your moral mandate to kill. After all:

> Certainly limiting the amount of pain inflicted is a desirable choice.

Try this: go to your refrigerator, and look at the label for the animal flesh you already have in there. See what farm it's from, and look up a phone number. Give them a call, and pretend that you're interested in taking a tour of their facilities to see the conditions. Then, when you're at the farmer's market, find someone selling meat and ask if it would be possible to go see the farm sometime.

Look, I don't want to be hostile. Clearly we disagree on some very fundamental things (like the notion that suffering has anything at all to do with ethical decisions) but I want to be very clear that I'm not trying to pick a fight or belittle you in any way. I just find some (most, frankly) of your views baffling, heartless, and honestly, pretty terrifying. But honest discussion is the whole point of CMV, right? And, I'd like to encourage you again to cite anything to justify your assertion that plants and animals should be given exactly the same ethical consideration (none). And again, please cite anything at all to support the notion that the capacity to suffer is of no moral consequence.

Thanks! I'm looking forward to your reply. I've tried to be very clear about the points I'd like you to address, and hopefully I succeeded.

u/dvaunr · 3 pointsr/architecture

For a first project, this looks really good. Others have said some of the stuff that I'm going to say, but there's a couple other comments I haven't seen others make.

First, learn how to export images. Every arch program I've used has the ability to do this and it makes things look much nicer than taking a picture of a screen, which leads me to...

Learn how to Google efficiently. If you don't know how to do something, think of what you're trying to do, take the keywords out of it ("I want to build a wall that is sloped outward in Google Sketchup" turns into "slope wall sketchup"). In high school, I ended up knowing the programs we used better than my teacher because of this. Now in college, I am one of 3 out of about 125 that everyone goes to for help with programs. About 50% of the stuff they ask I don't know, but I can Google it and find an answer in under a minute.

Now, for the design itself. It's important that every design decision you make, you ask "why?" If you cannot fully justify it, think of a couple alternatives, and choose the best option. Then at the very least your reason would be "I explored a few options and determined this was the best solution." Sure, some will be able to argue it, but you have a reason. Always try and push it though. For instance, why did you choose wood planks for part of your facade? Is it because it looks good or because you had a location in mind and it matches the style of that location?

Next, materiality on facades. My general rule of thumb I use is one main material, one accent material (larger amounts of glazing would count, simple windows like you have would not). When you start having more than that, it starts to look rather busy and can be distracting. But like in the last paragraph, try to have a reason for the material. Pick a location for the building, learn the style and material of the location, and design with that in mind.

Finally, it's never too early to start learning about how buildings are actually constructed. If you can, get access to books by Francis Ching. If they are available at your library, check them out. If not, they're relatively cheap ($20-$30 each iirc). Building Construction Illustrated, Architecture: Form, Space, and Order, and A Visual Dictionary of Architecture are three books I highly recommend to get started on. It will help you understand how buildings are actually put together (and provide tips like nominal construction so you aren't doing things like cutting a CMU in half so that it fits). I notice a few things (such as being able to see the outlines of your stairs from the outside) that you want to watch for so they don't show up. This can be solved by understanding where different elements stop, how they're connected to each other, etc.

So, like I said, this looks really good. Starting at 15 is awesome, I started when I was 16 and now I'm applying to some of the top grad schools in the US, so definitely keep at it! One last tip, if you haven't already, start sketching/drawing by hand. It's an invaluable skill to have and will help you immensely if you decide to study architecture. Even if it's drawing one object a day, just spend 10-15 minutes every day sketching things out. You'll be surprised how much you improve just from practice in even a month.

u/trailermotel · 2 pointsr/vegan

Not OP, but I can tell you that all of those dishes are super easy to "veganify." Start buying different veggie burger patties, check out Beyond Meat products (they make burgers, ground beef, and chicken type meat currently - honestly I've been meat free for so long that it's all a little too meaty for me, but I wish the Beyond brand had been available when I first stopped eating meat). There are a ton of other veggie patties out there. Check out your nearest vegan restaurant if there are any around you. If you're a milk drinker, I honestly prefer plant-based milk, pea milk, oat milk, almond, flax, soy... all so good. When my husband first went vegan we went and bought a whole bunch of different plant-based kinds of milk to do a taste test b/c he's very picky about the creamer in his coffee. He ended up choosing the pea milk - it's got a good creamy feel to it in coffee. Chao Cheese is delicious (a lot of vegan cheeses aren't so great but that one is).

Easy snacks: almond butter and banana, or avocado and hummus sandwiches, soup and bread is easy, something about coconut oil on toast tastes EXACTLY like butter to me, but there are vegan butters available that mimic the real thing very well also... there's a lot of vegan junk food out there like chips, Oreos, cookies, and ice-cream too to get that fix. Ben and Jerry's dairy-free ice cream is unreal. I didn't even know it was vegan when I used to eat it as a vegetarian.

Vegan cooking blogs:

[Minimalist Baker] (https://minimalistbaker.com/) - she has a good shepherds pie.

[Hot for Food] (https://www.hotforfoodblog.com/welcome) has a lot of good comfort food

[Thug Kitchen] (https://www.thugkitchen.com/)

[Here's a list of the Top 50 vegan food blogs] (https://www.culinarynutrition.com/top-50-vegan-blogs/)

Reading ["Eating Animals" by Jonathan Safran Foer] (https://www.amazon.com/Eating-Animals-Jonathan-Safran-Foer/dp/0316069884) was really instrumental in helping me make the shift as well. Foer is a fiction author who went vegan irl and the book is autobiographical of his decision making, so it's very approachable and not guilt-trippy at all.

Welcome to the right side of history! Also, I didn't feel different at all going from meat-eater to vegetarian, when I went from vegetarian to vegan, however, I felt a world of difference in terms of improved mood and energy and getting to poop like three times a day ha.

And, like someone else said, you don't have to do it all at once. Maybe try cutting out one animal group at a time. If I had to do it over, I would start with dairy, then chicken, fish, pork, beef... Dairy is really just awful in terms of cruelty and health impact.

Okay now I'm rambling. Take care!

Edit: formatting wall of text.

u/Jardun · 2 pointsr/Design

I seem to get asked this a lot, but here is my list, posted here:

http://www.reddit.com/r/graphic_design/comments/1uq58s/good_graphic_design_books_for_a_beginner/ceklj3y



> These are all books that I absolutly love, and bought for either personal use or to accompany different courses while I was getting my BFA in GD. I have seen some of them both are brick and mortar book stores, and college book stores. If you get a chance to see them in person before buying, leaf through them to get a feel.
>
> Megg's History of Graphic Design, absolutely essential to understanding where graphic design comes from historically. IMO the best GD history book on the market, at least the most encompassing. One of my favorites, was very helpful writing different papers and researching historical styles.
>
>
Graphic Design School. Another great book, focuses more on design process and stuff like that. This one more walks you though being a designer. Gives tutorials on different things too, which is useful.
>
> Graphic Design Referenced is a really great book that is a bit of a hybrid. This book describes a lot of design terms, styles, and general knowledge while referring to historical and modern examples.
>
> Those three for me are really essential books for new graphic designers, I learned more from those three than I can express. Below are a few more books I really like, but might be a bit more advanced than someone just getting started might want.
>
>
Another book I have used a lot, and almost included with those three is above. Thinking with Type. Really great intro into typography.
>
> More advanced even.
>
> How to be a Graphic Designer without Losing Your Soul
>
>
A Graphic Design Student's Guide to Freelance
>
> Hope this helps!
>

Keep in mind this is just a starting point. There are tons upon tons of inspiration books out there for graphic design stuff, not to mention educational books on all sorts of specialties. I love graphic design books, the hard physical copy of them. When I'm stuck on a project I like to flip through them, read a bit, and then revisit my work again.

Here are the books currently in my amazon wishlist, so I can't vouch for them, but I do plan on eventually owning them.

Wish List:

u/archigrammar · 1 pointr/architecture

Don't look at other people's portfolios and be concerned, you are looking at work from people who have spent literally years studying and practicing a single subject, so are way more specialized than someone your age who has to take on a number of subjects and give them equal importance, not to mention its a subject that you haven't yet had the chance to try out. See it more as inspiration.

Its great that you've got some experience lined up! Very important to give it a try before you commit in case you outright hate it, university will be different from real life practice though. Before university be prepared for your work experience to feel like 'just a job' (but hopefully one that you can see yourself enjoying) after university you will have the knowledge and hopefully passion to see that job as an opportunity to create things in the world.

Don't worry about architectural knowledge before university, any prior knowledge will be useful but its a level playing field no-one will go in knowing what to expect, and having too much of a preconceived idea will probably be a bad thing. The easiest thing to do would be to just check a few blogs every now and then, just to look at things and see what you like, don't take it to seriously just see if there's any styles or designers that catch your eye. Try these:

Dezeen

DesignBoom

Architectural Review

If you really want a book to read this is probably the best 'my first architecture' book you could get its simple, but very informative.

As for drawing, it is important, you should practice whenever you can. You don't need to have picture perfect hand drawing skills but you need to learn to 'think' and 'describe' and 'observe' with your hand - its one of the key skills of an architect. Again, it doesn't have to be perfect but you need to be able to describe and understand texture and light and shadow and 3d objects in space. Sometimes a rough sketch with energy and emotion like this peter zumthor study can tell us more about the weight, feeling, texture, lightness or darkness of a space than perfect drawing, although perfect drawings do have their place as well.

Architecture has a lot in common with graphic design, the ordering principles, problem solving, composition etc. But graphic design tends to lack, both 3d dimensional work but also and importantly an emotive aspect. I would encourage you to take up art as an A-level, if thats not possible, don't worry but it would be good to find a short course where you could practice art away from the formal and practical constraints of pure graphic design. Hope that helps!

u/iminyourfacebro · 3 pointsr/GraphicDesign

I will post some of my favorite books in a second for you as soon as my computer gets turned on. :)

Here are a couple of my favorites from my school "Hey, I actually like these.. I'm going to purchase them!" collection.

General Graphic Design:

Graphic Design: The New Basics

This publication does a great job of showing "relationships between formal elements of two-dimensional design such as point, line, plane, scale, hierarchy, layers, and transparency." If you are looking for a general overview on a lot of subjects within graphic design I think this is a great way to upgrade your vocabulary and general knowledge about graphic design.


Graphic Design Theory: Readings from the Field

I feel like this book really can help you improve your vocabulary and general knowledge of the graphic design world offering "primary texts from the most important historical and contemporary designthinkers." It's also nice that it offers a bit of history too, analyzing the early 1900s through today.


Making and Breaking the Grid: A Graphic Design Layout Workshop

Great. Absolutely great publication for all designers showing effective use of the grid system and how to layout your compositions. "Effective layout is essential to communication and enables the end user to not only be drawn in with an innovative design but to digest information easily."


Typography: <3

30 Essential Typefaces for a Lifetime

I loooooove this book. It gives a bit of history and usage examples of 30 amazing typefaces you should know and love.


Thinking with Type: A Critical Guide for Designers, Writers, Editors, and Students

Another great typography book. This publication was one of my favorites because, at the end of the day, I'm a visual person and this book has SO many visual examples to compliment it's copy it's beautiful. "This revised edition includes ... the latest information on style sheets for print and the web, the use of ornaments and captions, lining and non-lining numerals, the use of small caps and enlarged capitals, as well as information on captions, font licensing, mixing typefaces, and hand lettering."


Typographic Systems of Design

This is a very good resource for learning, as the title states, typographic systems. It "explores eight major structural frameworks beyond the gridincluding random, radial, modular, and bilateralsystems." Overall, I feel like this book helped me to improve my positioning and creative use of type in designs.

u/StrangeVehicles · 7 pointsr/architecture

I am assuming from your profile that you are in the U.S. and will be attending a U.S. school.

First of all, I echo what others have said about questioning "Architecture Engineering". Architecture and Engineering are related but otherwise completely different disciplines. Yes, you use some mathematics and engineering knowledge when practicing architecture, and many engineers also use design principles, but in terms of your education these are very different majors. If I had to guess based upon other programs I've seen, I would hazard that "Architecture Engineering" is some kind of composite course that covers bits of Civil Engineering, Structural Engineering, Construction Engineering, maybe Mechanical Systems (HVAC, Plumbing, Etc.), and maybe even Construction Management. Each of these is difficult academic program all its own, and I can't imagine there being meaningful time for any sort of Architecture Studio curriculum, let alone interior design.

That said, you need to decide if you want to go into Design(Architecture/Interior Design) or Engineering first; don't waste time and money pursuing programs that you aren't interested in. If your goal is to become a practicing, licensed architect then you need to get a NCARB accredited degree from an accredited College of Architecture. This usually takes the form of getting an undergraduate Bachelor of Science in Architecture followed by a Master of Architecture. The Master's degree is the actual accredited, professional degree which is required in order to become licensed. Of course, that means you could study whatever you wanted as your undergraduate degree and still apply to a Master program, but I think you'd be very lost without the solid foundation that an undergraduate architecture degree gives. During or following school, you also must intern under a licensed Architect who will sign off on how many hours you work for the Architecture Experience Program. Once you have completed these hour requirements as well as the professional architecture degree from your Masters, you must pass the Architectural Registration Exam, a series of exams which test your capabilities and education. Finally, after that, you may legally practice architecture and call yourself ARCHITECT.

So, regarding your questions, it's VERY important that you start actually researching the profession of architecture to see if it's even what you want to do. I HIGHLY recommend you read Architect? A Candid Guide To The Profession by Roger Lewis. It's the most accurate, thorough and honest overview of the entire process of practicing architecture that I've found. Architecture is a competitive field which requires an intense dedication and discipline to mastering a wide array of complex and disparate skills. It costs a lot of money and at least 7 or so years of your life to become an architect. One upside is that the skills you learn can be applied to all kinds of other industries, though, so many people don't even stick with architecture following graduation but find work in all kinds of other design fields.

Architects, in general, don't make very much money. In general, you won't really be hitting your stride in your profession until your early 50s. Most of this job is sitting down at a computer/desk for very long periods of time doing very monotonous work for someone else. In practicing professionally, you'll find that most people want a simple box for their home/business, and would much rather spend their money on their families/a boat/investments than a nice building. I don't say all this to be cynical, but it's just part of it you have to be ready for. Most of this job is enormously fulfilling, but it's on you to find that.


If, after all of this, you are still interested in Architecture, here's my recommendation for preparing for the Fall:

  1. Read that book I mentioned.

  2. Pick up a book on Architectural Drafting. You won't do much physical drafting beyond your first year, but if you don't understand the fundamentals of how objects and buildings are drawn, you will have a very hard time keeping up. I recommend Architectural Graphics by Francis D. Ching. You won't need all the tools he mentions in the beginning. Get yourself a good mechanical pencil, a drafting triangle, a scale, and a ream of cheap white printer paper. Find some very simple houses or buildings you like and practice "seeing" them and drawing them. Drafting is the common language of the Architecture-Engineering-Construction industries and is arguably THE technical skill that you'll first need to master.

  3. If you have time, download a student version of AutoCAD and start messing around with it. Watch some tutorials. A GREAT thing to do would be to practice designing a small 1-room shed/studio and take it all the way from a sketch to some basic orthographic views in CAD.

  4. Finally, and I cannot stress this enough, do NOT get too caught up in what you think Architecture "is". I think the best possible advice for school is to go into it with an open mind and without preconceptions. Buildings you love now you might not care too much about it 5 years. Things you don't undertand/get might become your favorite projects. Architecture is an extremely open-ended field and the hardest part is carving your own path through it.

    Of course, this is all based upon my own meandering experience, and parts of this probably don't apply to every person. Take it with a grain of salt.
    Feel free to DM me if you have any further questions. Good luck!
u/SameCupDrink3 · 5 pointsr/architecture

Draw. Draw. Draw.
When you're tired of drawing, draw some more.
Focus on light and proportion. learn from the classics. learn about hierarchy. Visit buildings or even streets or neighborhoods that have some significance. Take a lot of pictures and then draw those pictures. Buy this book and draw the pictures and diagrams inside it.
Blogs are nice to help you build a vocabulary and to help you figure out what you like, but for now you should focus on only the greatest works by the greatest architects. The only modern architecture you need to look at is Frank Lloyd Wright, Mies Van der Rohe, and Le Corbusier. Look at different scales of design. You might find yourself more interested in furniture design or interior design, or you could gravitate towards landscape architecture or urban design.

Also, do some research about the schools you are applying to. Are they focused on construction or design? Theory or built works? conceptual collage or technical drafting? is there a style that is preferred by the professors? Where I went to undergrad, Corb was the messiah and Gehry is the antichrist. Every school has a different pedagogy, and its important to find one that you can work with. You will spend many sleepless nights in studio so try to find the best fit for you.

Other than that, enjoy your freedom while you still have it! Good luck and have fun!

u/goatsarecoming · 3 pointsr/architecture

Very cool how much you want to support him.

The biggest misconception about the industry is probably how little math we actually use. There is of course a spectrum to our field that spans from sculptors and artists to programmers and engineers. By and large, however, we are visual people who hone our skills by practicing art. I was happily surprised in my first term of college to find out how much time we'd spend sketching and drafting. Hopefully that's appealing to him!

As far as what skills to learn: I took a CAD drafting class in high school that gave me a good head start in college. Sketchup is easy to pick up and I'd encourage him to get comfortable with Rhino to really be able to model digitally. I would not recommend Revit at this early stage as it's extremely technical. Physical modeling is also helpful. I grew up on Legos before moving to paper / cardstock / cardboard sketch modeling. Messy and fast and gives three-dimensional insight you can't get from a page or a screen, plus having the ability to make clean models is a great way to impress professors early on.

Regarding reading material. These books made an enormous impression on me:

u/lookon_thebrightside · 2 pointsr/graphic_design

Just dive in head first. In the summers and after you've graduated, do internships, find mentor programs to be paired with working professionals (AIGA and similar organizations have these), take on freelance gigs - do anything to get some real life experience. The technical prowess you can gain from school is just your toolbox, you need to get working on something to learn how to apply those tools. Plus, doing internships and the like are a great way to get your foot in the door of various design departments, and could lead to a great, steady job.

Also, for a more specific suggestion - I highly recommend the book "How to become a graphic designer without losing your soul" by Adrian Shaughnessy. It is a very well written book about all of the details they never teach you in school - best ways to promote yourself, interview tips, networking, what type of design work environment could be the best fit for you... etc. Not to mention its beautifully designed.

Don't be discouraged by designers you admire, they had to work hard to get to that point as well. Use them as benchmarks and inspiration, and realize that you have a lot of self-motivated work to do before you can enjoy success as well. Hope some of this helped, best of luck! :)

u/mannoymanno · 2 pointsr/typography

In addition to the fine critique others have given you, I have a core list of books that i adore and highly recommend.


Basic tips on working with type I like this book because half of it lays out all the "rules" and then the other half breaks them all - in a good way. Really laid back, easy to read, and good advice.

A good book on just some basics and a little history of typefaces This one's a little more in depth, but still a great book on type.

If you're interested in learning a little history

More history

And also, a wonderful book that reads a little more like a novel than a text book: Just My Type I absolutely love this book. It shows you some history, but at the same time everything is in layman's' terms and very easy to understand. Simon Garfield is a colorful writer and goes through lots of effort to show you all the things about type you might not ever notice.

As far as your type site goes, parts of it are really slick, parts are a little awkward. As others have said, legibility is (for the most part) king when working with type. I've made a couple of critiques on some screen shots for you.

Anyhow, you've got a lot of great advice from everyone here to work with. Just keep practicing and of course looking at examples type and analyzing why it's good or bad. Best of luck!

u/minerva_qw · 6 pointsr/vegan

It was hard, until all of a sudden it was easy. My method? I learned as much as I could about the issues with animal agriculture. At first I continued to eat eggs and dairy (I'd already been a vegetarian for several years), but I'd feel conflicted and guilty afterward. Still, convenience or cravings would keep me coming back. But I kept reading everything I could find on the subject and one day, suddenly, no amount of tastiness or convenience could justify my continuing to support those practices.

Two of the main sources that informed my decision were the book Eating Animals by Jonathan Safran Foer and Colleen Patrick Goudreau's Food for Thought podcast.

Eating Animals is an extremely well-written and comprehensive overview of the ethical, environmental, and health effects of animal agriculture. Food for Thought touches a lot on the "why" of veganism, but where Colleen's work has really been helpful to me is in the "how." She explains, among other things, how to make sure you're properly nourished, how to stave off cravings for old foods, how to respond to questions and confrontations, and how to really take joy and pleasure in your new lifestyle.

As far as specific advice, here are a few tidbits.

  1. Learn to cook. Fake meats are fine when you're just getting started, but you're going to find yourself bored and dissatisfied with your diet really quickly if you continue to rely on them. Experiment with new cuisines and vegetables, don't let yourself get into a food rut.

  2. Research nutrition. Vegan Health is a good place to start. You can be healthy and thrive on a vegan diet, but it does have different strengths and weaknesses than an omnivorous diet. As long as you eat a wide variety of unprocessed fruits and vegetables and get enough calories for your size and level of activity, you should get most of the nutrients you need in abundance. There are some things that you should consider supplementing: B-12 (absolutely essential!), omega-3s (recommended), calcium and vitamin D (better to obtain through diet, but can supplement if needed). Don't even worry about protein.

  3. Don't avoid talking about your veganism, but in general it's better if other people initiate the conversation. Keep any dialogue brief and matter of fact unless people seem genuinely interested in learning more. Many people will become defensive because your behavior is making them examine their own more than they are comfortable with. Talk about your experience and your reasons, and avoid telling other people what they should do. Be happy and eat delicious food, and people will come around in time.

  4. Build a support network. Ask questions and share experiences here or on other vegan forums. Join a vegan MeetUp group in your area. Volunteer with relevant organizations. It can seem intimidating to make different consumption choices than those around you, but do whatever you can to remind yourself that you're not alone and that you are making a difference :-)
u/raiderarch329 · 2 pointsr/architecture

you have a good start and it's always fun to sketch by hand and figure out how space works.

I know a lot of people here have said to pick up computer programs but I would start with learning how to scale and proportion first and the best way to do that is by hand. The computer is an amazing tool and can help tremendously but there is no replacement for hand sketching.

Check out some books by Francis DK Ching, they are a really good resource. Specifically Form, Space, and Order and since you seem to like laying out space also look at Interior Design Illustrated.

These aren't the end all be all resources but they are great for getting started and also show what a really well done sketch looks like.

Good luck and keep posting those sketches!

u/grinch337 · 4 pointsr/todayilearned

Andres Duany is an authority in American urban planning that has strongly influenced my perspectives on all of this. He co-authored one book that explains how we got into this mess (Suburban Nation), and another that gives a good overview of what we should do to fix it (Smart Growth Manual). The first is full of good, hard facts and data to back up the claims he makes in the book. Both can be purchased for about $25 on Amazon.

A Jacksonville, Florida newspaper also did a very good comparison of exactly how cheap a streetcar system could be constructed (The Little Rock River Rail) with the bloated inefficiencies that stemmed from the overenthusiastic plans for a tram in Jacksonville (that still hasn't been built).

This site offers a continuation of the debate using the same two examples

Here's a list of rail transit systems in the US if you want to compare and contrast. I figured you might find it interesting.

Houston is a good example of what happens when we fail to distinguish 'good' growth from 'bad' growth. I always joke about how suburban Houston follows a template of a Kroger, and HEB, a Walgreens and Super Target that seems to be stamped onto the landscape at every major intersection. Its hard to imagine converting the mess into more urban communities, but if we use these clusters of commercial development to anchor higher-density residential growth along the edges that are tied together with designated pedestrian and public transit corridors, we will free up large quantities of land to further intensify development when parking areas are no longer needed and when big-box stores reach the ends of their life cycles (which usually top off at about 25 to 30 years). Remember that most commercial growth in suburban areas is, more or less, disposable. We can use this to our advantage to allow redevelopment to take place in an orderly and incremental manner.

The development of pedestrian corridors is not as expensive and complicated as you would think. The biggest problems are the single-use development patterns and the meandering streets that developers use to create a sense of depth to the subdivisions. In suburban areas, the house located behind yours may be over a mile away by road. The good thing about pedestrian corridors is that they don't really require large rights of way and they can be squeezed into areas where roads can't be (between houses). Geographically, most homes in the suburbs really aren't that far away from activity centers (as I like to call them), but the collector/distributor road systems employed can turn that short trek into a very time-consuming ordeal. If pedestrian corridors could offer a sort of short-cut to these, the time required to walk somewhere could compete with the time required to drive there. Once you get people moving on their feet, you'll really start to see changes to the landscape.

Within suburbia, I think the areas in close proximity to activity centers will enjoy the best chances for survival in the future. I think that the rest of the periphery will turn into less-desirable and low-income areas. But the saving grace in all of this is that household sizes in poor areas are usually larger than those in more affluent areas, so my prediction is that density in suburban areas may actually increase with an influx of poor people being pushed out from gentrifying inner-city neighborhoods. And since the reliance on public transportation would be carried with them, I think an increase in transit use in suburban areas would follow as well. So in the end, the urban shake-up may actually have the unintended consequence of dramatically improving the efficiency of the suburban landscape, but that's just my opinion.

Because this is such a HUGE topic, check out my other posts on this thread for some additional ways we could further modify these areas to make public transit and pedestrianism more viable. Sorry it took me so long to respond to your post. Let me know if you want me to clarify anything further.

u/soapdealer · 55 pointsr/SimCity

I totally love the Christopher Alexander books. Definitely check out his The Timeless Way of Building which is a great companion piece to A Pattern Language. You should know that his works, while great in my opinion, are sort of considered idiosyncratic and not really in the mainstream of architecture/urban design.

Here's a short reading list you should look at:

The Smart Growth Manual and Suburban Nation by Andres Duany & Jeff Speck. Another set of sort-of-companion works, the Manual has a concrete set of recommendations inspired by the critique of modern town planning in Suburban Nation and might be more useful for your purposes.

The Death and Life of Great American Cities by Jane Jacobs is probably the most famous and influential book on city planning ever and contains a lot of really original and thoughtful insights on cities. Despite being over half-a-century old it feels very contemporary and relevant.

The Geography of Nowhere by James Howard Kunstler is similarly mostly a critique of modernist planning principles but is both short and very well written so I'd definitely recommend checking it out.

Makeshift Metropolis by Witold Rybczynski: I can't recommend this entire book, but it does contain (in my opinion) the best summary of the history of American urban planning. Really useful for a historical perspective on different schools of thought in city design over the years.

The High Cost of Free Parking by Donald Shoup is the book on parking policy. It's huge (700+ pages) and very thorough and academic, so it might be harder to get through than the other, more popular-audience-oriented titles on the list, but if you want to include parking as a gameplay element, I really can't recommend it highly enough. It's a problem that's thorny enough most city games just ignore it entirely: Simcity2013's developers say they abandoned it after realizing it would mean most of their players' cities would be covered in parking lots, ignoring that most actual American cities are indeed covered in parking lots.

Finally there's a bunch of great blogs/websites out there you should check out: Streetsblog is definitely a giant in transportation/design blogging and has a really capable team of journalists and a staggering amount of content. Chuck Marohn's Strong Towns blog and Podcast are a great source for thinking about these issues more in terms of smaller towns and municipalities (in contrast to Streetsblog's focus on major metropolitan areas). The Sightline Daily's blog does amazing planning/transpo coverage of the Pacific Northwest. Finally [The Atlantic Cities] (http://www.theatlanticcities.com/) blog has incredible coverage on city-issues around the world.

I hope this was helpful and not overwhelming. It's a pretty big (and in my opinion, interesting) topic, so there's a lot of ground to cover even in an introductory sense.

u/RealityFix · 1 pointr/architecture

Okay, I'm not going into architecture really but I would like to have some advice. I'm in illustration and I'm looking on learning how to design and get the fundamentals of architecture. I'm pretty decent at perspective (I'm in technical illustration) and I mainly want to learn the thought process. Some books mentioned in this thread are pretty interesting and I'm contemplating on maybe buying one or 2. Although before I do I was wondering if anyone can enlighten me on these books I've found on my own but unsure about the quality:

http://www.amazon.com/City-Shaped-Patterns-Meanings-Through/dp/0821220160/ref=sr_1_1?s=books&ie=UTF8&qid=1373412339&sr=1-1&keywords=The+City+Shaped%3A+Urban+Patterns+and+Meanings+Through+History

^ This books seems really promising, but of course the price puts me off a little (I plan on buying more than one book) anyone have this book? Seems really great for inspiration and learning how cities develop.

http://www.amazon.com/Introduction-Architecture-Francis-D-Ching/dp/1118142063/ref=sr_1_1?s=books&ie=UTF8&qid=1373412493&sr=1-1&keywords=Introduction+to+Architecture

^ again another promising book but the price Q.Q Same issue as the other book above. Feedback is appreciated.

http://www.amazon.com/Architectural-Graphics-Francis-D-Ching/dp/0470399112/ref=sr_1_1?s=books&ie=UTF8&qid=1373412567&sr=1-1&keywords=Architectural+Graphics

http://www.amazon.ca/Interior-Design-Illustrated-Francis-Ching/dp/1118090713/ref=wl_it_dp_o_pC_S_nC?ie=UTF8&colid=9P9QTDTSZXLG&coliid=I248RXWWVDQ6NZ

I'm basically looking at Ching's books. Last one is a .ca amazon.

u/pixelgarbage · 3 pointsr/graphic_design
  1. Illustrator is a very useful tool, it would serve you well to know how to use it. Illustrator also uses a very similar skill set to other applications you will end up using like indesign for example.

  2. No not at all, I think people love to complain no matter what industry they are in. However it is very competitive, there are plenty of very very successful designers out there and lots of really unsuccessful ones. No where is it more immediately obvious how "good" or "bad" you are at something than with a visual portfolio, people can see at a glance exactly how competent you are, that's pretty intimidating. For instance you might be able to escape notice as a mediocre insurance claims adjuster for much longer than a mediocre designer. If you can find a handful of solid clients and build good relationships with them it can go a very long way to having a long and comfortable career.

  3. Pay varies dramatically and theres a reason that very few people can give you a straight answer, your dealing with at least 3 variables at any given time if not more. What you are worth, what your client is worth and what the client is asking you to do. So for instance if your doing a multi million dollar marketing campaign and rebranding of a huge corporation while sitting in your manhattan office expect to be paid a little differently than if you are doing the CD cover for your friends band (that they recorded in garageband), the skill set, stakes and experience are dramatically different in those scenarios.

    Graphic design is everywhere and at all levels, expect to be paid accordingly. Understand too that $1000 for a logo is completely relative and doesn't by any means reflect the work that goes into it. You may have a someone who whips something together in a few minutes or have a team of designers slaving away iterating on an identity for weeks to make sure it's perfect, to make sure it becomes a household/highly recognizable piece of branding.

  4. One of the toughest and most technically challenging things I feel like you will have to deal with is typography. Having a good understanding of how to wield it's awesome power can go a very very long way. I think as far as learning your tools goes, for me at least the internet has been a far more valuable resource than any book, if you need a problem solved google can do that pretty quickly, theres also a ton of good tutorials or articles on design process out there, I have yet to see any books that come close.
    Now on the typography I can make a few suggestions, some of these are pretty dry and not so flashy but have very solid fundamentals in them. If you go to art school (and I highly suggest you do if you can afford it, it can be a phenomenal experience) then these are the kind of books you will be reading in the first year or two.

    Typographic Systems of Design ~Kim Elam

    Grid Systems: Principles of Organizing Type ~Kim Elam

    Thinking with Type ~Ellen Lupton

    Elements of Typography ~Robert Bringhurst

  5. I started doing some design work and drawing in high school. Both my parents are designers so I'm sure that helped, from there I went and got a BFA in illustration. While my first love is drawing and most of my work is illustration I still end up doing lot's of design work because it is (in my experience at least) very frequently in demand.

    Hope that was helpful and I'm sure lots of other people have had very different experiences and will share their stories and opinions. It's a very diverse field.
u/PIGEON_WITH_ANTLERS · 2 pointsr/IndustrialDesign

/u/LeadGenDairy:
> GO TO SCHOOL

This is good advice. Before I did some career counseling to figure out what to do with my life, I didn't know industrial design was even a thing. (I figured you needed a degree in engineering to do that sort of thing, but learned that it's common for a company to employ engineers who figure out how to make the thing work as well as designers to determine how it should work and, moreover, how it should look.) Once I realized that ID was definitely what I wanted to do, I looked up programs in my city, and found a good one. It was at an art school. I decided to apply.

"Apply with a short statement and a portfolio of 10-15 images of your recent work."

Welp.

I had never even taken an art class. I had no recent work. I had no "work" at all. So I made some. It took a few months, and I had some late nights, but by the application deadline, I had 12 pieces, including a few pretty solid drawings and some screenprints that started out in Illustrator. Got in, and got my degree.

If you're looking to learn drawing skills good enough to get into school, get a good book - I recommend Sketching: drawing techniques for product designers and Rapid Viz - and practice the techniques therein. You can also find a lot of tutorials online for programs like Illustrator, Photoshop, SketchUp, and Rhino if you're interested in building those skills too (and can get your hands on the software).

If your background is in CS, you probably have a good bit of experience coming up with weird creative workarounds for tough problems. This kind of problem-solving comes in very handy in ID. I wish you the best of luck!

u/Agricola86 · 14 pointsr/vegan

That's an awesome decision to look into going vegan! It's so much easier than you'd think once you start. This veganuary website is loaded with tips and info to get folks started. Plus the FAQ on the side bar might answer some basic questions.

If you're up for more motivation Earthlings is a very powerful movie which will likely cement your resolve to step out of an unnecessary system. Also Forks over Knives and Vegucated are on netflix which are much less graphic and provide lots of info.

I also like to recommend books to help people learn more about the ethics of animal consumption. Eating Animals is a great read from an investigative angle from a renowned novelist and Eat Like You Care is a short and very powerful case for the ethical necessity of not consuming animals.

Regarding your health, so long as you eat a varied diet and occasionally add a B12 supplement you health will not suffer and very possibly improve!

You're making an awesome decision and you will be amazed at how easy it gets after just a few weeks!

u/TherionSaysWhat · 4 pointsr/graphic_design

Firstly, drawing, Illustrator, InDesign, and Photoshop are just tools. Learn how to use them well but they are only tools. Design is more psychology than it is software expertise. Learning the tools is important of course, just don't confuse the two. Design is the "why" and "what" you are trying to communicate, the function. Art, illustration, type, etc is the "how" you create the form. Form follows function.

With that said. Keep drawing. Everyday. Look into illustration as an art discipline, it's very closely connected to graphic design as far as purpose and mindset. Far more so than traditional studio arts. (painting, sculpture, etc).

Learn typography. Really learn the difference between typeface and font and families. Learn why serifs work for body copy generally better than sans. Learning how to hand render type, and do it well, is an invaluable skill especially paired with illustration.

In my view these are essential to add to your reading list:

u/NotALandscaper · 10 pointsr/LandscapeArchitecture

Great question, and great idea! Off the top of my head:


The Basics

Landscape Architect's Portable Handbook - This one does get a bit technical, but it's a good guide.


Sociology/Psychology

Social Life of Small Urban Spaces - Just a good book about how people experience spaces

Design with People in Mind - An older film, but a classic. Funny and with great observations about how people use spaces and interact with their environment


Design Theory

Architecture: Form, Space and Order - This is a great guidebook for architects and landscape architects alike


History of Landscape Architecture

Illustrated History of Landscape Design - A great intro to the history of landscape architecture.


Urban Planning/Design

Death and Life of Great American Cities - It's a classic and should be a required read for anyone in landscape architecture or architecture


This is the short list - I'll add to it as I think of more!

u/joeswindell · 5 pointsr/gamedev

I'll start off with some titles that might not be so apparent:

Unexpected Fundamentals

These 2 books provide much needed information about making reusable patterns and objects. These are life saving things! They are not language dependent. You need to know how to do these patterns, and it shouldn't be too hard to figure out how to implement them in your chosen language.

u/MimiWritesThings · 4 pointsr/vegetarian

Since you said you're a meat lover, I'd encourage you not to rely on substitute meat (fake chicken, sausage, etc.). Even though some of them are good, chances are they're not going to live up to actual meat (at least not at first), you may get disappointed and then ultimately get discouraged and go back to eating meat.

Instead, I'd recommend a gradual process where you stop eating one type of meat at a time, starting with your least favorite and ending with your favorite. This will simultaneously encourage you to keep going (because it will be easier to stick to) and it will also slowly train your mind to start focusing your diet around other types of food! You may also start viewing meat in a different way, and may find that it's actually a little weird-feeling when you eat it.

I'd also recommend learning more about factory farming and where food comes from. I know many people recommend Eating Animals, by the author of Everything is Illuminated (great book). He wrote it when he was about to have a son and wanted to explore the farming business and decide how to raise his son (vegetarian or not). He's a fantastic storyteller, and you'll see it has some amazing reviews :)

Whatever path you take, I congratulate you for having a higher consciousness about your food! Best of luck!

u/inequity · 2 pointsr/JobFair

There is always a lot of ways to get involved. Nobody can hold you back from being successful but yourself. If you have the drive to get involved, you can succeed, regardless of your 'inate programming intelligence'.

Check out gamedev.stackexchange.com. Can you answer the questions people have there? If not, figure out why! Read the answers they get, and learn that stuff. Someday, you'll be able to answer that for somebody else.

Try making some games, too. Start with simple stuff, in whatever language you know (but I always like to recommend C++). Then work your way up. Hangman, Pong, Asteroids, Pacman, Tetris. You can write all of these by yourself, and you can expand on them to make them cool. I wrote a bot that plays Bejeweled 3 that I still use on my resume, because it's cool!

Want to learn some graphics stuff? Check out this opengl tutorial. Need to understand these topics better? Buy some books! I'd recommend Pracitcal Linear Algebra: A Geometry Toolbox, and Frank Luna's DirectX books.

I'd type more but I'm sort of tired. Please feel free to send me a PM if you're interested in more references that could be helpful to you.

u/mrpoopsalot · 3 pointsr/LandscapeArchitecture

I would have loved a set of Chartpak markers with a copy of Plan Graphics when i started. These arent completely necessary and her school will have books and materials they recommend/require of course

A nice powerful laptop is a must, but i imagine you have that planned already. There will be a variety of programs that she can get through her school with a discount. Photoshop and autocad are the basics and there will probably be a 3d program that is popular that she might want to get into.

I really think most of it will be up to her. One thing i wish i had planned for and done was a semester of study abroad or at least the "big trip" that most colleges do towards the end of their schooling. I didnt have the money for it, so saving up now might be a good idea.

The last one i can think of is also up to her, but i HIGHLY recommend it if she wants to be artsy at all. Its not necessary to know how to draw by hand, but if she does she will have a big advantage over most of the class. The lessons at drawabox.com (/r/ArtFundamentals) are free (or paid if you want reviews of your work) and they have made me much better at my job.

u/_LV426 · 10 pointsr/graphic_design

A smile in the mind - https://www.amazon.co.uk/Smile-Mind-Revised-Expanded-Thinking/dp/071486935X/ref=dp_ob_title_bk

How to be a graphic designer without losing your soul - https://www.amazon.co.uk/How-be-Graphic-Designer-2nd/dp/1856697096/ref=sr_1_1?s=books&ie=UTF8&qid=1539299108&sr=1-1&keywords=how+to+be+a+graphic+designer+without+losing+your+soul

Two books that have helped me and ones I tend to find myself re-reading from time to time. Otherwise, my sketchbooks are my best resource. You should try to get into the habit of always exploring ideas and thinking laterally, trying things out — maybe it won’t work for one brief but will in the future. Try to take inspiration from fields outside of graphic design too, like architecture and art history. Build up a library of textures and inspirational images over time that serve as kindling to your imagination for kick starting ideas — these are the best resources as they will inspire original thinking rather than replicating the latest trends :)

u/josephnicklo · 2 pointsr/graphic_design

Uncategorized:

Thoughts On Design: Paul Rand


Saul Bass: A Life in Film and Design

How to Be a Graphic Designer without Losing Your Soul

100 Ideas that Changed Graphic Design

Paul Rand

Paul Rand: Conversations with Students

Seventy-nine Short Essays on Design

Bauhaus

The Vignelli Canon

Vignelli From A to Z

Dieter Rams: As Little Design as Possible

It's Not How Good You Are, Its How Good You Want to Be: The World's Best Selling Book

Damn Good Advice (For People with Talent!)

Josef Muller-Brockmann: Pioneer of Swiss Graphic Design

Popular Lies About Graphic Design

100 Ideas that Changed Art

100 Diagrams That Changed the World

Basics Design 08: Design Thinking

Swiss Graphic Design: The Origins and Growth of an International Style, 1920-1965

Lella and Massimo Vignelli (Design is One)

The Accidental Creative: How to Be Brilliant at a Moment's Notice

History of the Poster

How to Think Like a Great Graphic Designer

The Design of Dissent: Socially and Politically Driven Graphics

George Lois: On His Creation of the Big Idea

Milton Glaser: Graphic Design

Sagmeister: Made You Look

Victore or, Who Died and Made You Boss?

Things I have learned in my life so far

Covering the '60s: George Lois, the Esquire Era

Whatever You Think, Think the Opposite

Steal Like an Artist: 10 Things Nobody Told You About Being Creative

[Creativity, Inc.: Overcoming the Unseen Forces That Stand in the Way of True Inspiration]
(http://www.amazon.com/dp/0812993012/ref=wl_it_dp_o_pC_nS_ttl?_encoding=UTF8&colid=VEJ64Y4T0U6J&coliid=I1WMMNNLTRBQ9G)

Graphic Design Thinking (Design Briefs)

I Used to Be a Design Student: 50 Graphic Designers Then and Now

The Form of the Book: Essays on the Morality of Good Design

Creative Workshop: 80 Challenges to Sharpen Your Design Skills

Information Graphics: A Comprehensive Illustrated Reference

Semiology of Graphics: Diagrams, Networks, Maps

The Visual Display of Quantitative Information

Envisioning Information

The elements of dynamic symmetry

The elements of content strategy

Corporate Diversity: Swiss graphic design and advertising

Book Design: a comprehensive guide

Meggs' History of Graphic Design

u/mpls10k · 1 pointr/LandscapeArchitecture

Definitely not a lost cause, and glad to hear you're interested in an MLA. I'd say ecology is one of the strongest backgrounds from which to enter the LA profession. Seems like a lot of firms are looking to hire people with that type of expertise, as the role of ecology in projects continues to rise.

Portfolio-wise, I'd agree with what /u/tricky_p and /u/PHXgp said so far (express enthusiasm, include anything that might be relevant), and add the following advice:

  • Sketch outside, sketch public places, sketch people and plants, buy an LA graphics book and start playing around with the symbols and style of land arch graphics. Even if you don't end up pursuing an MLA, you'll still come out a better sketcher (and who doesn't want that?!).

  • Learning how to graphically present your existing work can go a long way. If you have access to Adobe InDesign, watch a few web tutorials on how to use it. Or if you have to lay out in PowerPoint, just look for tutorials on basic graphic design principles. Even if your work doesn't look the best, you can dress it up in something pretty.

  • For your site planning class this summer, I'd personally focus on producing a couple quality hand graphics rather than trying to go all out and learn 3-d modeling software. Focus on communication - how can you clearly articulate what you've designed / what's going on in your plan.

    Overall... I don't know, just be honest about your skill level and where you're coming from. And check out (www.landezine.com) if you haven't already. Best website around for getting inspired about LA.
u/jbabrams2 · 37 pointsr/UXDesign

Sure!

​

I think two classic books to start with is

  1. Design of Everyday Things (https://www.amazon.com/Design-Everyday-Things-Revised-Expanded-ebook/dp/B00E257T6C/) and
  2. Don't Make Me Think (https://www.amazon.com/Dont-Make-Think-Revisited-Usability-ebook/dp/B00HJUBRPG).

    ​

    Then I would move onto IDEO's Creative Confidence (https://www.amazon.com/Creative-Confidence-Unleashing-Potential-Within-ebook/dp/B00CGI3DWQ), which documents tons of different UX methods. Also, I haven't read it, but I've heard that Lean UX is a great book (https://www.amazon.com/Lean-UX-Designing-Great-Products-ebook/dp/B01LYGQ6CH).

    ​

    Oh and to learn HTML, CSS, and JS (if you don't know them already), these are AMAZING reads: https://www.amazon.com/Web-Design-HTML-JavaScript-jQuery/dp/1118907442/ref=sr_1_3?crid=1QXNLBZ2V6GL8&keywords=learn+html+css+javascript&qid=1558328362&s=gateway&sprefix=learn+html+css+ja%2Caps%2C-1&sr=8-3

    ​

    With that said, I know books are a big commitment so here's a random assortment of UX articles I've bookmarked over the years to get you started (some may be a little old but should still hold up from a process standpoint):

  3. https://uxplanet.org/user-experience-design-process-d91df1a45916
  4. https://uxplanet.org/ux-is-process-actionable-user-insight-9c17107887bd
  5. https://uxplanet.org/ux-is-process-designing-from-a-creative-brief-62f8588cb6f2
  6. https://www.interaction-design.org/literature/article/task-analysis-a-ux-designer-s-best-friend
  7. https://uxmastery.com/how-to-write-screeners-for-better-ux-research-results/
  8. https://library.gv.com/get-better-data-from-user-studies-16-interviewing-tips-328d305c3e37?gi=82762a521a6
  9. https://www.nngroup.com/articles/diary-studies/
  10. https://uxdesign.cc/6-storytelling-principles-to-improve-your-ux-737f0fc34261
  11. https://www.usertesting.com/blog/storytelling-in-ux/
  12. https://www.nngroup.com/articles/interviewing-users/
  13. https://medium.com/user-research/never-ask-what-they-want-3-better-questions-to-ask-in-user-interviews-aeddd2a2101e
  14. https://www.smashingmagazine.com/2010/01/better-user-experience-using-storytelling-part-one/
  15. https://www.bitovi.com/blog/10-best-practices-usability-testing-within-agile-teams
  16. https://www.nngroup.com/articles/microsoft-desirability-toolkit/
  17. https://www.nngroup.com/articles/desirability-reaction-words/
  18. https://lean-product-design.18f.gov/3-identify-assumptions/
  19. https://lean-product-design.18f.gov/index.html
  20. https://www.justinmind.com/blog/interaction-design-frameworks-do-you-need-one/
  21. https://medium.com/ruxers/building-block-design-a-modular-design-strategy-for-uxers-927f63eec90c

    ​

    There's a lot more where that came from, so let me know if you get through that and are craving more material.

    ​

    Here are a couple videos as well:

  22. https://vimeo.com/7099570?utm_source=gdev-yt&utm_medium=video&utm_term=&utm_content=conductingresearch&utm_campaign=firstthingsfirst
  23. This is a youtuber I follow who can teach you everything you need to know to get started in the design space (though she heavily focuses on digital design): https://www.youtube.com/user/charlimarieTV

    ​

    Finally, here's a very very short article I wrote myself that provides a quick intro into human centered design: http://www.jdktech.com/human-centered-design/

    ​

    As you dive into this, note that user interface design and user experience design are different things--although they overlap and rely on each other in various ways. You can be a user interface designer (in which case I would recommend different reads), a user experience designer, or both. I'm a full stack designer, which means I specialize in all sides of the product life cycle, including research, validation, design, product management and development.

    ​

    Hope this helps! Let me know if you have any other questions!
u/snap · 2 pointsr/web_design

Oh sorry. My bad. Muller-Brockmann is a legend. I haven't read his book. Is it any good?

I suggested Alan Fletcher's "The Art of Looking Sideways". It's good for replenishing the creative juices. Also, "False Flat" by Aaron Betsky is awesome. And you can't go wrong with Phillip "Meggs' History of Graphic Design". Far too many people don't have that book.

EDIT: I haven't read Muller-Brockmann's book but I imagine it's a great take on the modernist/rationalist grid. Though, times are a-changin' my friend. If you look at the top design programs out there, say Yale MFA Graphic Design, Werkplaats or KABK for example, things aren't exactly the way they used to be. The only name we have for what's happening right now is Contemporary Graphic Design. I love it. It's an amazing time to be practicing Graphic Design. Though most web design doesn't even come close to interesting, unfortunately.

u/NuckFut · 2 pointsr/graphic_design

The Bringhurst Bible

James Victore's book is amazing. It's a quick read but is packed with inspiration.

Envisioning Information is great for info design.

Megg's History of Graphic Design


The rest of these I haven't read yet, but here is a list of things I currently have on my amazon wish list:

Some People Can't Surf by Art Chantry

Saul Bass: A Life in Film and Design by Jennifer Bass

Seventy-Nine Short Essays on Design by Michael Bierut

Damn Good Advice by George Lois

How To Be A Graphic Designer Without Losing Your Soul by Adrian Shaughnessy

How To Think Like A Great Graphic Designer by Debbie Millman

The Design of Dissent by Milton Glaser and Mirko Ilic

Iron Fists: Branding the 20th Century Totalitarian State by Steven Heller

u/opinionrabbit · 2 pointsr/vegetarian

Welcome and congrats on your decision!

Here are my tips on getting started:
There is a great plant-based diet you might be interested in, it's called "The Starch Solution by Dr. McDougall":
https://www.drmcdougall.com/health/shopping/books/starch-solution/
https://www.youtube.com/watch?v=R_7rrkG3xYk

1.1) Learning new recipes
It takes a few weeks to learn new recipes and get to know new products.
Also, there is quite a bit of misinformation in the area of nutrition.
It will take a while until you see "through the fog". Just hang in there :)
http://www.chooseveg.com/switchnditch (get their free guide on the homepage!)
https://www.youtube.com/watch?v=bmnPM6QzDTw
https://www.youtube.com/user/thevegancorner
https://www.youtube.com/user/hotforfoodblog
veg restaurants: http://www.happycow.net

1.2) Doing your research (health, ethics, environment)
No worries, 3 documentaries and books and you are fine :)
http://www.forksoverknives.com/the-film/
http://www.cowspiracy.com/
http://www.nationearth.com/earthlings-1/ (graphic)
Watch these with your husband, if possible, so that he is part of your journey and understands the basics.

http://www.amazon.com/Eating-Animals-Jonathan-Safran-Foer/dp/0316069884
https://www.drmcdougall.com/health/shopping/books/starch-solution/
http://www.amazon.com/Love-Dogs-Pigs-Wear-Cows/dp/1573245054/ref=sr_1_1?s=books&ie=UTF8&qid=1457183607&sr=1-1&keywords=why+we+love+dogs+eat+pigs+and+wear+cows
Also has a great TEDx talk here: https://www.youtube.com/watch?v=o0VrZPBskpg
(I am not affiliated with amazon, btw)

2) Really, no need to worry about protein
http://www.onegreenplanet.org/natural-health/vegan-sources-of-protein/
http://www.forksoverknives.com/slaying-protein-myth/
http://nutritionfacts.org/topics/protein/
You can enter your meals into http://www.cronometer.com just to be safe.

And finally some basic help on getting started:
https://www.youtube.com/watch?v=y2k4NHjAP84
https://www.youtube.com/watch?v=htf5eCgyt5Q
https://www.youtube.com/watch?v=8o9uzH_vrXA

That will keep you busy for a month or two, but it will also get you over the hump :)
Let me know if you got any questions or need help.
Good luck!

u/Barghodi · 1 pointr/architecture

A lot of suggestions for Legos. I may be wrong, but that seems a little juvenile for a 12 year old girl.

I would suggest getting her this book: https://www.amazon.com/Color-Drawing-Techniques-Architects-Landscape/dp/0471741906

Then, when you take her to look at architecture, you can sit for a while and do a sketch. This doesn't just help practice sketching, but also develops an appreciation for architectural details through observation.

Perhaps buy her a book of Frank Lloyd Wright drawings, most of which were done by Marion Mahony, who is responsible for the Wright "style" drafting. They are great inspiration. A short (15m) documentary titled "“A Girl Is A Fellow Here”: 100 Women Architects in the Studio of Frank Lloyd Wright" covers Mahony, who was one of the first woman architects licensed in the world. It can be viewed here: https://vimeo.com/5494646

I agree with others who have suggested getting her into shop work, building things is very fulfilling.

Good luck.

u/theholyraptor · 2 pointsr/CNC

I'm glad you have machining experience. People who come online and "have no experience" but want to learn always have me wondering. Learning CNC can be a challenge depending on the person but you need ot know how to machine and the intimacies of what is possible, how to hold your work, feeds and speeds etc in addition to learning CNC.

This book is somewhat of a bible on cnc programming though it's pretty dense. If you get the machine, it shouldn't be to hard to pick up basic movements (especially 2axis or 2.5axis G code by hand. Programs like CamBam will do 2.5D work (aka cut a groove a 1/4" deep following this path with this work offset from a dxf file. It gets a bit more complicated when you throw in more advanced programs and 3D contouring etc.

Not only do you need to know CNC and machining, but you're going to want to start thinking about production machining. You'll be making a ton of these parts to sell I assume. Unless you get a ridiculously fancy 5+ axis machine (which you're not with the tormach) you're going to have to optimize your machining for efficiency. How are you going to run your parts? Can you make jigs and fixtures to ease in production. You'll probably learn most of that on your own along with lots of web surfing and time spent making parts. Scour the internet for how people make similar stuff. Learn from other peoples successes and mistakes.

u/el_chupacupcake · 0 pointsr/funny

Which is, on occasion, a wonderful form of payment. As I outlined above, having friends or family pay you back with beer is (occasionally) acceptable.

And I'm sure it would have been hard to have anything remotely like the creative freedom you seemed to have enjoyed were the people paying you in cash.

However, the fact stands that without legal tender changing hands you are, at best, saying "the efforts of my labor are worth a few cold ones." At worst you set a dangerous precedent for this company, and other companies reading about them on reddit or other websites, to think that any creative work should be valued at a lower rate.

To put it another way: What if you'd walked into the restaurant and said "generally the going market rate for a dinner at a restaurant is $25/person. But why don't you feed us for $2/person and we'll tell all our friends?" The restaurant is hard up for cash, so they agree. You eat, they lose money on the deal, but they hope you bring in your friends. And you do... only you've told your friends "there's this great restaurant I went to that feeds you for two-bucks a piece."

A new wave of folks come in, they all want the same deal. The restaurant argues, maybe they get some people up to $5. They've increased their pricing by more than 200% but they're still losing money.

Suddenly they have a wave of people in the city talking about cheap meals. Other restaurants are hurting, so they have to slash their prices to compete. Which means that the first restaurant has no hope of arguing up in price because not only do they have a history of giving away food at absurdly low amounts, now the people next to them are doing the same thing so they have no choice put to match or they fail to compete.

Pretty soon, you can't charge more than $5 a head at a restaurant, wait staff are cut, quality of food suffers, customer service sucks... and now $5 for what used to be good is now looking pretty shitty.

Things go that bad, that fast. That's why the market comes to a natural, healthy level and people shouldn't drastically undercut it.

I'm sure you didn't think about that, and (in all honest) the restaurant you did work for probably doesn't have nearly the budget of... say... taco bell or chi-chi's or whatever they're competing with. But the fact remains that some greater value needs to be applied.

If this is a career you want to persue, I really recommend you check out this book. It applies mostly to the design world (print and web), but the lessons translate very well to any creative medium.

u/thedaian · 3 pointsr/gamedev

Look up The Design of Everyday Things and Don't Make Me Think.

The first book is mostly about physical objects, and the second book is mostly about websites, but both cover UX fundamentals, and they're basically the essential UX books. That knowledge can pretty easily be applied to games.

Beyond that, the other important thing is just to run your game through testing sessions. Ideally, get someone who hasn't touched your game before, and watch them play it. For best results, record the entire play session on camera, and in game, and watch what they're doing in real life and in game. Recording all of that can be tough, and possibly expensive if you're paying your testers, but you might be able to find a local gamedev group and bring your game there.

u/throwaway500k · 1 pointr/vegan
  1. I read Eating Animals, by Jonathan Saffron Foer and could not find a rational argument against veganism as the ethical choice given my access to alternatives to animal products. I was reading a whole lot of books on all sort of food-related topics, had no intention of going vegan or even vegetarian, but that was that. Went vegan the following day (July 4, 2011)
  2. My spouse is working on decreasing animal product use. He kind of tapered - he was avoiding red meat, then lacto-ovo-veg, now he's closer to 80% vegan with occasional LOV meals. He also found meat substitutes he likes so he can do burgers, tacos, and other foods that are comfort food to him. I don't really have much practical advice, I guess, except that meat substitutes / analogues are a perfectly reasonable option if those flavors/textures are significant to you.
  3. I'm boring. On a typical day I have oatmeal and coffee with soy milk for breakfast, some kind of grain plus frozen veggies and either beans of chopped up baked tofu for lunch (I make a big batch, portion it out, and freeze it ahead of time for the week), and tofu and some veggies for dinner. All boring, all easy, all tasty and inexpensive. For good recipes, I recommend checking out the post punk kitchen. Two of my favorite cookbooks are [http://smile.amazon.com/Mediterranean-Vegan-Kitchen-Donna-Klein/dp/1557883599/ref=sr_1_1?ie=UTF8&qid=1415407055&sr=8-1&keywords=mediterranean+vegan](The Mediterranean Vegan Kitchen) and The Oh She Glows Cookbook.
u/redditEnergy · 7 pointsr/opengl

1.) Write 3D graphics with DirectX11. Sure I learned OpenGL first but I regret not learning graphics with DirectX11. I personally believe DirectX11 is easier to learn than modern OpenGL.

Resource for both: https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/

Resource for OpenGL: https://learnopengl.com/Introduction
Resource for DirectX: https://www.amazon.com/Introduction-3D-Game-Programming-DirectX/dp/1936420228

If you are a beginner DON'T start with Vulkan or Directx12.

2.) Depends on how much you work at it. Also be smart how much you work / how you work. You said 15hrs a day for 3 years. Learn to pace yourself. If you think this is realistic or healthy, you are going to learn the hard way. However, you are older than me so this approach might work for YOU. But I have friends with a similar mentality and it is just self destructive.

3.) Don't worry too much about this one. The main thing is knowing the difference between a low level vs high level graphics API. OpenGL, DirectX11 are high level (meaning easier to use and require less knowledge). Vulkan and DirectX12 are lower level (harder to use require more knowledge, but can be a lot faster).

Other than that to answer your question: PS4 has its own API. Other than that special case I already listed the APIs used in consoles / PCs.

4.) You need to know linear algebra. Can't get around that. Take a class or pickup a book on it.

Resources:
https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab

Strang, Gilbert, Linear Algebra and Its Applications (4th ed.)

5.) No it is not a waste of time. Any game studio worth its salt uses C++ to do their graphics under the hood. C++ offers complete control over performance. However, a lot of studios do not use STL data structures. Since games/graphics needs to be super optimized and the STL is too generic at times and not fast enough sometimes.
https://github.com/AnthonyCalandra/modern-cpp-features

Also I learned graphics programming very recently so I can definitly relate. I started freshman year 2015 and am currently in my junior year with a graphics internship. A lot of my advice here is based off what I tell freshman at my school, and things I hear from friends working at triple A companies / Nvidia / AMD.

u/bvlax2005 · 41 pointsr/graphic_design

I am just going to say it out right: your portfolio is pretty awful. I'm not saying it to be an ass, but I feel it is something you need to hear. Taking a background image, throwing some Comic Sans on top, and adding a filter does not make for quality design. Let me ask you this: how long did it take you to put together each of those billboards/posters?

I feel that you've hit the point that a lot of aspiring designers hit some point. Photoshop is a tool and only a tool. Knowing how to use it is not enough to make quality work. Its like applying for a plumber job and saying "I know how to use a wrench." Well there is a lot more that goes into being a plumber than using a wrench.

That being said, I think you have a desire to become a better designer and that is the most important trait anyone needs in this field. I would highly recommend going back to school if possible, but I completely understand if money doesn't allow for it. You did mention that you received a "certificate" and not a degree, so I'm inclined to assume that you went a community college of some sorts? If possible see what kind of options you have as far as financial aid. There is no harm in sitting down and talking with an advisor.

If school is out of the question then I always recommend books. Personally, I love books. Two that come to mind are:

http://www.amazon.com/The-New-Graphic-Design-School/dp/0470466510/ref=wl_it_dp_o_pd_nS_nC?ie=UTF8&colid=FRZXS10RRWDE&coliid=I28L555PEYQUH

http://www.amazon.com/Graphic-Design-The-New-Basics/dp/1568987021/ref=wl_it_dp_o_pC_nS_nC?ie=UTF8&colid=FRZXS10RRWDE&coliid=I30NDZDNI7972D

My challenge to you is to grab a pen and paper and look through the table of contents on Amazon (especially the second one). Then write down everything you know about each chapter of the book. This should give you a decent self-assessment of where you need to start.

u/The_Dead_See · 2 pointsr/graphic_design

You know, that's not a bad approach when I think about it. Adobe Apps are easy to self-teach with something like a Lynda.com account; but the process and the business side... that's something that so many designers are sorely lacking.

If you can learn Adobe to a solid level, and continue to refine the process side into project management, you could potentially land a creative director position without having to go the usual route of being a graphic designer for a decade or more first.

My advice is to start with InDesign, Illustrator and Photoshop. InDesign is the canvas on which your vector components from Illustrator and your raster components from Photoshop come together into a finished piece. You can learn motion graphics and web and app design a bit further down the road with these solid foundations.

There's a third area, besides processes and software skills, that you can't neglect, and that's design theory. What makes a truly standout designer isn't how good they are with the apps or how efficient they are with project management, but how much context they have in terms of the history and fundamentals of design. Megg's History is a great place to start with that.

u/jaqula · 2 pointsr/graphic_design

For schools- Capilano University's IDEA program is pretty reputable within the industry. It recently became a 4-year degree program, and it offers a really great curriculum with a good balance of theory and application.

But, I'm also really pro self-teaching! If you don't have it already, I think Megg's History of Graphic Design would be a great book for you to study.

Also, you can get a free lynda.com membership via a lot of public libraries, so I'd look into that too. I find Skillshare more fun because you're encouraged to complete a project for every course, but Lynda has been around a while already and has a huge library of courses that may interest you. :)

u/Just_Clouds · 6 pointsr/NatureIsFuckingLit

Even ignoring your immediate and inappropriate insult, your post is full of emotional regurgitation of Big Agriculture propaganda and simple marketing campaigns.

You've been sold a commercial you reiterate without realizing it. America is not "Feeding The World™". Since your post was entirely lacking in facts and sources, I'll provide some:

  • 86 percent of the value of U.S. agricultural exports last year went to 20 destinations with low numbers of hungry citizens and human development scores that are medium, high or very high, according to the U.N. Development Program.

  • Only half of one percent of U.S. agricultural exports, calculated according to their value, went to a group of 19 countries that includes Haiti, Yemen and Ethiopia. These are nations with high or very high levels of undernourishment, measured by the U.N. Food and Agriculture Organization.

    So no, we are not the World's Breadbasket. Modern factory farming is not sustainable and constitutes at least 10% of Greenhouse Gas Emissions in the US. The only purpose it serves is to stuff the coffers of Big Agri.

    Farm Subsidies are a big part of this. Initially meant as "a temporary solution to deal with an emergency", the majority of these (still active and growing) subsidies go to farmers corporations with net worths of $2 million. That's not to mention the > $130 million spent on lobbying last year from these same companies, companies which already own many local representatives from Agricultural meccas in the mid-west.

    Despite the hard data representing the U.S.'s contribution to combat global hunger, Monsanto claims that feeding the rest of the world is America's "moral imperative", and not only in the interest of their bank accounts and stock options.

    No aspect of factory farming is intended to be humane. The sole purpose is to be as cheap as legally possible, and where possible, change the laws. There's much more data and news articles regarding the scummy practices in local politics, in spraying feces-and-toxin coctails into the air because you can't legally keep it in pools (in some areas). I highly recommend you do some research and come to understand the true motivations of this industry.

    I could go on, but others have done it much better. If anyone's interested in a non-preachy and fact-oriented account of a fantastic author researching what would be best to feed his child, I highly recommend Eating Animals by Jonathan Safran Foer.
u/mcplaid · 2 pointsr/design_critiques

thanks for posting. I think you have a great attitude, and honestly, attitude counts for more than you think.

I'll not critique the website, but, knowing you're new to the fundamentals, try to share some more general thoughts.

  1. do more. I think you're starting this already with some of your sketches for mini cooper. but always, always, do more. 50 iterations, 100 iterations. Keep pushing beyond the obvious, and use sketching as the tool to do that. I read an old design book, from the 70s, that said "only one solution is the symptom of an inflexible and untrained mind." /r/52weeksofdesign

  2. Time to get up on the basics. That means the basics of drawing (if you so please). It's not a requirement as a designer (I'm a piss poor artist), but it definitely helps sometimes. http://www.amazon.com/Drawing-Right-Side-Brain-Definitive/dp/1585429201/ref=sr_1_1?ie=UTF8&qid=1419898682&sr=8-1&keywords=right+hand+drawing

    What sketching is important for is flexing ideas and testing compositions before going to the computer.

  3. Learn the basics of typography:
    http://www.amazon.com/Stealing-Graphic-Design-Communication-Courses/dp/0321934288/ref=sr_1_1?s=books&ie=UTF8&qid=1419898490&sr=1-1&keywords=stop+stealing+sheep

    http://www.amazon.com/Elements-Typographic-Style-Version-Anniversary/dp/0881792128/ref=sr_1_1?s=books&ie=UTF8&qid=1419898879&sr=1-1&keywords=robert+bringhurst

    http://www.amazon.com/Thinking-Type-2nd-revised-expanded/dp/1568989695/ref=sr_1_2?s=books&ie=UTF8&qid=1419898800&sr=1-2&keywords=typography

  4. Grids
    http://www.amazon.com/Grid-Systems-Principles-Organizing-Design/dp/1568984650/ref=sr_1_1?s=books&ie=UTF8&qid=1419898762&sr=1-1&keywords=kimberly+elan

    http://www.amazon.com/Systems-Graphic-Systeme-Visuele-Gestaltung/dp/3721201450/ref=sr_1_1?ie=UTF8&qid=1419898837&sr=8-1&keywords=grid+systems

  5. Photography (if you like)
    http://www.amazon.com/Black-White-Photography-Manual-Revised/dp/0316373052/ref=sr_1_2?ie=UTF8&qid=1419898921&sr=8-2&keywords=black+and+white+photography

    and

  6. remember that this is detail work. So things like spelling errors in this post, and on your website, should be resolved.

    Above and beyond the basics, I see your passion is impacting the world through design. So the question becomes HOW can graphic design impact the world, and does it at all? and what can you make or do directly? I think above all, a designer is an entrepreneur these days. Especially with that main driving passion.
u/phatgreen · 2 pointsr/GraphicsProgramming

https://www.youtube.com/user/ChiliTomatoNoodle/playlists

That guys youtube channel has DirectX 11 C++ tutorials. He has a beginner series, intermediate, and advanced. He still adds to the advanced occasionally, like SSE explanations and so on.

His videos are long, you really get to know him and his personality. His beginner videos teach you C++ too, he doesn't expect you to know anything going in. He swears fairly often, I thought it was funny back in high school when I watched these, but others might not.

These videos are where I started from in the very beginning, and I wouldn't be where I am programming wise if it weren't for Chilli. He has allowed me to educate myself on my own time, for free. After I had done the beginner and intermediate tutorials I went and read this.

http://www.amazon.com/Introduction-3D-Game-Programming-DirectX/dp/1936420228

That will teach you the basics of 3D Programming.

http://www.amazon.com/Practical-Rendering-Computation-Direct3D-11/dp/1568817207

And that will teach you how to really understand the pipeline. Both books have their merits and both have very useful information for someone learning all this stuff. I'm currently making my own 3d game engine at the moment, so that's what understanding the information above can do for you. Takes time, though.

u/karilex · 1 pointr/gamedev

First of all a short background of my past experiences.
I'm a fairly experienced programmer I've mostly dealt with stuff that is closer to the hardware (kernel/networking dev). Hence I have a good amount of experience with C and C++.

I've also got a good amount of knowledge in the field of mathematics (currently reading up on functional analysis and galois theory). So any maths prerequisites shouldn't be an issue.

I also know absolutely nothing about computer graphics, currently have a particularly poor knowledge of UX, have never created a game before, and know much less about programming in Windows than Linux (I have at most a vague idea of what a COM object is).

I'm interested in writing a game since I want to pick up gamedev as a hobby. I don't really care what type of game I end up writing since I see this project as being more of a learning experience than a fully fledged game. I'm also taking this project as an occasion to get more comfortable programming in Windows. Before I start coding I've got a couple of questions for the people of /r/gamedev since I don't want to pick up a whole bunch of negative habits or bite off more than I can chew and get discouraged.

  • What would be an adequate complexity for my first game? Should it definitely not be 3D? Would even a simple platformer be too complex?

  • I really like the idea of creating a game "from scratch" so I've started screwing around with directX and reading this book. However, I've come to realize that while this might teach me a lot about computer graphics, I won't actually be learning about game design concepts any time soon. What would be a good C++ library to get started on? I've heard mentions of SDL and allegro for example. Ideally I'd like something that I will actually use later on too.

  • What would be a good resource to learn said library?

  • A lot of the tutorials and books I've been looking at have been focused on how to get specific aspects of game programming done. For example, how to draw things on the screen and animate them using directX. At the other end of the spectrum there are resources that go into much more abstract concepts like what makes a game fun but assume a non-technical audience (e.g. extra credits). However I'm yet to find something focusing on the big picture at the programming level. How the code should be architectured (I imagine even simple 2d games go beyond having a whole bunch of code in one big while loop), best practices, common pitfalls, etc... Are there any resources I could look into that would give me the bigger picture of game development?

  • As mentioned above I am terrible when it comes to UX design since I haven't really worked on anything significant that has a GUI, other than for web apps. I'm working on improving that skill in a general sense but I wouldn't mind a few pointers that apply to games specifically. Are there any resources that would give me tips on how to make a game that looks and feels good.
u/ApolloXR · 7 pointsr/Libertarian

Haha, that's awesome and I think you're probably right.

I can definitely understand the hesitation. There are a lot of reasons that going vegan is hard that often get undervalued by people that have already done it and adapted to the lifestyle.

It's hard to imagine what you would eat if you gave up animal products. You probably have favorite foods you'd never be able to taste again. Food is such a big part of our culture, too, that it's scary to consider self-ostracizing yourself. You'd have to tell grandma you can't eat her special chicken soup from the old country anymore. You wouldn't be able to go in on the bulk buffalo wing buy at the next Super Bowl party.

Then there are concerns about nutrition. How do I get enough B12? Omega 3s? Protein? Is a vegan diet even healthy long-term? Will I be sacrificing athletic performance in the sport I care about?

And finally, it can sound exhausting to have to read every label, remember to take the cheese off every burrito order, plan every lunch outing at work so you'll have something to eat, and suffer all the other small inconveniences required of a vegan living in an omnivorous world.

Fortunately, dealing with all those concerns doesn't have to be done all at once. You can reduce your meat consumption and experiment with vegan food while still eating grandma's chicken soup whenever you visit her. Plus, it's better for your health, the environment, and the animals.

I recommend this book to people who are interested in investigating the issue: Eating Animals by Jonathan Safran Foer.

u/ArkadyAbdulKhiar · 1 pointr/civilengineering

I think you would enjoy "Building Construction Illustrated" by Francis D. K. Ching. Link here. Our office has a copy of this and it does a reasonable job of explaining "conventional framing." By that I mean the kind of layout and details that contractors are familiar with, less likely to complain about, and less likely to improperly install. I think it focuses more on timber framing. We rarely spec masonry but have to deal with it with existing structures; I think CERM's chapters on masonry are a good primer on that.

​

Off the top of my head I don't know of any publicly available drawing and design calculation examples, but for low-rise structures you'll rarely see performance-based design unless it's a (well-funded) historic or institutional building. Lateral design will largely come out of ASCE 7-10, SDPWS, and TMS 402/602 and be copied into MS Excel. I've seen engineering calc packages from other firms and the visual/ functional quality is all over the place. I also saw an ASCE 7-10 wind design spreadsheet online last year if that helps. The International Residential Code (as adopted by California here) has some figures in there if you're interested in how prescriptive timber design looks. There are some figures in R602 and R606 that set the baseline for timber and masonry construction, respectively.

u/arbitrarycolors · 2 pointsr/Design

I've found all of these books to be helpful. I think you mainly would find the Grid Systems book useful.

Grid Systems by Kimberly Elam is a pretty good reference for using grids and better understanding composition. It has alot of examples of works that are accompanied by transparent pages that have grids to lay over them.

Thinking with Type by Ellen Lupton helped with just understanding typography better.

Designing Type by Karen Cheng is good for understanding the intricacies of type and the differences between different typefaces by using grids.

u/cerpintaxt2112 · 2 pointsr/architecture

Francis Ching is the industry standard for building details and architectural drawing. His books primarily focus on contemporary building but it will give you a good understanding.

Here is a link to his bibliography

This is a great book showing construction details

Good luck!

u/black-tie · 3 pointsr/Design

On typography:

u/iamktothed · 4 pointsr/Design

Interaction Design

u/_Loch_Ness_Monster__ · 1 pointr/veganbookclub
u/likeomgjess · 1 pointr/typography

Honestly, a good history of design book would be the route I would recommend going first.
This is one of my favorites. http://www.amazon.com/Meggs-History-Graphic-Design-Philip/dp/0471699020/ref=sr_1_9?s=books&ie=UTF8&qid=1396721586&sr=1-9&keywords=history+of+design

After that I'd recommend learning your terminology as far as the different parts of letters goes. Once you have that down, moving to learning about points & picas will help a lot, especially if you want to get into designing grids and/or fonts. A lot of designers I know still don't understand those, and it gives me the edge every time.



One of my favorite books to keep around as far as reference goes is "Forms, Folds, and Sizes".
http://www.amazon.com/Forms-Folds-Sizes-Details-Designers/dp/1592530540/ref=sr_1_1?s=books&ie=UTF8&qid=1396721691&sr=1-1&keywords=forms+folds+and+sizes

u/J1mm · 2 pointsr/IWantToLearn

These two books were heavily used at my college. They're pretty useful, specifically for architectural work. They're geared towards creating your own designs, which I would encourage you to try.

http://www.amazon.com/Design-Drawing-Francis-D-Ching/dp/0471286540
http://www.amazon.com/Architecture-Francis-D-K-Ching/dp/0471752169

If you want to learn some of the more technical aspects, particularly perspective drawing, I would recommend taking a course from a local college. It can help you to start off on the right foot. Also, try doing some copy drawings of other artists work, and incorporate elements of their style that you enjoy.

u/MasterWizard · 5 pointsr/Design

Buy this book.

The Grid is your life. It is your essence. If you'd like to learn more about ways to use it, definitely pick that book it. It's super helpful because it has great examples and it is very easy to understand.

u/wassailant · 2 pointsr/Design

Within Australia, budgets for design are closely linked to advertising spend. This means that economic downturns results in downturns for design and vice versa.

Growth has been pretty consistent over a long enough period of time, IBIS World indicates an annual average of 5.36% between 1995 and 2008. The total number of designers in the marketplace has definitely exceeded that rate of growth however, so yes, you are in an over saturated market. Like others have made clear however, focus on your skills and pay attention to trends and you are maximising your chances of weathering it.

The key word you used is 'professional' - you'd be surprised how many people from supposedly top quality insitutions don't conduct themselves professionally.

Have you read How to be a Graphic Designer without losing your soul?

u/kakajuice · 1 pointr/Design

First, I would study some basic design principles. Look at a few books on typography, grid, etc. Learn about some of the major design movements.

Check out these book:
http://www.amazon.com/Universal-Principles-Design-Revised-Updated/dp/1592535879/ref=sr_1_1?ie=UTF8&qid=1299115160&sr=8-1

http://www.amazon.com/Grid-Systems-Principles-Organizing-Design/dp/1568984650/ref=sr_1_7?ie=UTF8&s=books&qid=1299115186&sr=1-7-spell

What tends to happen is most people dive into these tutorials knowing how to use the programs, but not knowing anything about design in general. Knowing how to use Photoshop doesn't necessarily mean you are a designer, like knowing how to play a few chords on a guitar doesn't necessarily make you a musician.

Web design is big now, but if you want to hop on the next gravy train, I'd suggest getting into Mobile / Tablet visual design. The demand is hot and theres not enough people who know how to do proper visual design for touch screen devices.

Oh yeah, and Lynda.com and tutsplus is good too. Learn the programs, but don't expend too much energy learning fancy lighting tricks until you've learnt the basics of design. It'll help build a foundation on which you can go from there.





u/Rubix1988 · 5 pointsr/UniversityofReddit

Francis Ching has some good reference books for a starter: Building construction illustrated and Architecture: Form Space and Order. It might be a good idea to regularly visit sites like ArchDaily to see what contemporary architects are doing. If you want to start learning design programs, try downloading SketchUp or Rhino (both have free versions). Good luck!

u/timbojimbo · 6 pointsr/Design

I have compiled a reading list to be read in order just for this question.

I strongly believe that these books will make you better than 90% of designers out there.

Level One

Start with Thinking with Type it is a really good introduction to all things graphic design. It focuses a lot on typography and it is really basic. I

Next is Grid Systems: Principles of Organizing Type This book takes what you learned in Thinking with Type and allows you to develope it further in a grid based system. Its good, basic, and has exercises for you to do to play with composition.

Third on the list is Graphic Design: The New Basics It will take what you learned in Thinking with Type and Grid Systems and open them up a little. You learn about design elements other than just type like scale, rhythm and contrast. It really good, and has some projects to do.

Level 2

Now You can get into more "advanced" stuff. There are a lot of books that can go here, but Ill recommend some of my favorites. Its not as important to do this section in order.

Grid Systems in Graphic Design is the bible when it comes to grids. Its german and dry as fuck, but it is basically awesome. Its expensive, but worth every single penny.

Elements of Typographic Style Not alot about grids in here, but it tells you every insane crazy thing that typographers do when they massage text.

You can look at other designers work too. Heres a list of designers I like a lot:

Stefan Sagmeister

Paul Rand

Massimo Vignelli

James Victore

Paul Sahre

Wolfgang Weinhart

Paula Scher

Tibor Kalman

Most of these designers also have books out about their life and work.

Get a sketchbook and play around in it. Draw, collage, glue bubblegum wrappers in there. Just make it a diary of your visual life.

You could also get into Visual Theory here:
Norman Bryson has a book on still lifes that awesome
JWT Mitchell's What do pictures want is great

After this, its just a matter of making a lot of really bad shit and eventually its just a little less worse and maybe one day it might be good.

Ive got more, but that should keep you busy for a year or two.

u/lapinovski · 2 pointsr/graphic_design

Sometimes the idea might lie within the small details. So make an exact copy of a work that you like. In this way you'll inspect every single detail of the work. That'll provide you ;

u/sometimesineedhelp · 25 pointsr/pics

I upvoted you, but I want to add that I also used to make jokes to disassociate from the reality of what I was contributing to by eating meat, so one day several years ago I just stopped. It was a lot easier than I anticipated and the physical and emotional rewards of that decision have been pretty profound so I just wanted to encourage everyone who was disturbed by this picture (in the least preachy way I possibly can) to read the book "Eating Animals" and give this issue just a little more thought.

u/Maraudentium · 1 pointr/architecture

I'm taking the pre-architecture courses now, and I've recently graduated from a computer drafting program (AutoCAD and Revit with some Sketchup).

If I was going to start over again, I'd want to know how to draw. Definitely develop good line control (through contour, blind contour, and just line drawing exercises).

Model building is another important aspect. It's all about craft and getting familiar with the materials. You may end up using other materials but foamcore and basswood are the two go to materials in my classes.

For now, and my knowledge is limited, if you're going to learn any software, I'd focus more on Photoshop, Sketchup, and Rhino.

Helpful books would be Form, Space, and Order, Design Drawing and Drawing, A Creative Process all by Francis Ching.

I'd also study art and architectural history. Having a good knowledge base of different styles would help you in your own designs.

u/slightlyfaded · 4 pointsr/videos

What an amazing video! It's fascinating to see him think about it because he's purely speaking him mind - not worrying how what he says will be perceived by others, and how it fits in society and what not.

As someone else said, a lot of kids don't feel like they have an option, or are tricked into eating meat - and then when you're old enough to decide for yourself, it's a big thing like rejection religion - your whole family may not take it well.

It's great that she just listens to her kid and respects what he says, rather than forcing him to do things. Think kind of thinking should be nourished and sadly so often it's just shut down and the kid is told to go along with what "everyone" does.

I'd also like to plug Eating Animals by Jonathan Safran Foer. Great book, and he's not preachy about it at all.

http://www.amazon.com/Eating-Animals-Jonathan-Safran-Foer/dp/0316069884/

u/KempfCreative · 3 pointsr/web_design

Talk to a lawyer, then an accountant, in that order. Don't take advice about starting a business from the internet. I would also recommend getting the book How To Be A Graphic Designer Without Losing Your Soul, as it has good advice about getting started on the path you are talking about.

On a more practical note, if you are actually turning down work on a regular basis, then you are ready to get started with freelance. Otherwise you may not be able to cover your overhead. Good luck man!

u/KalopsianDystopia · 2 pointsr/vegan

Eating Animals by Jonathan Safran Foer might interest you. Almost seven years old now, but still interesting.

Maybe you would like something written by the animal rights philosopher Tom Regan. His Empty Cages are a great read, and he has written a very readable introduction to moral philosophy on ~150 pages: Animal Rights, Human Wrongs

u/P4li_ndr0m3 · 7 pointsr/vegetarian

I seriously recommend Eating Animals by Jonathan Safran. It's awesome for understanding why we're doing this and how it helps. It's a look at the factory farming industry and is great if you need to debate family members who think you should start eating meat again.

You can get used copies for like $2, too! That's what I did.

u/lo_dolly_lolita · 3 pointsr/vegan

Welcome! I am so happy you made this decision!!!

If you're interested, do some reading up like Jonathan Safran Foer's Eating Animals.

Browse blogs for recipes. My favorites are Oh She Glows and Post Punk Kitchen.

Enjoy the vegan life :D

u/habitable_apples · 3 pointsr/graphic_design

Hi, I am in school for graphic design at the moment as well. For me, the most important thing was/is taking time outside of the classroom to just work on your own projects and discover things about your own approach for your work.

One thing that really worked for me was reading about the history of graphic design. I felt as though I not only picked up on how styles developed, but it also just taught me "how to look" at the world and the visual communication that is all around us.

The book that really fascinated me and helped me understand the impact of what we do as visual communicators was this Philip Meggs' History of Graphic Design: https://www.amazon.com/Meggs-History-Graphic-Design-Philip/dp/0470168730

I go back to this book all the time as I think it's one of the most useful tools I have gained after I started doing graphic design.


u/kassidayo · 2 pointsr/graphic_design

A list of some of my favorites so far..

Interactions of Color by Josef Albers

[The Elements of Typographic Style] (https://www.amazon.com/Elements-Typographic-Style-Version-Anniversary/dp/0881792128/ref=sr_1_3?s=books&ie=UTF8&qid=1485894924&sr=1-3&keywords=typography+book) by Robert Bringhurst

[Don't Make Me Think] (https://www.amazon.com/Dont-Make-Think-Revisited-Usability-ebook/dp/B00HJUBRPG/ref=sr_1_1?s=books&ie=UTF8&qid=1485895055&sr=1-1&keywords=dont+make+me+think) by Steve Krug (More of web design, but I loved the book. It can apply to all design.)

Logo Design Love by David Airey

Designing Brand Identity by Alina Wheeler

The Design of Everyday Things by Don Norman

These are just a few that I have really enjoyed.

u/Logan_Chicago · 1 pointr/askarchitects

The first class I ever took was a mechanical drafting course in high school. We learned the fundamentals of drafting: orthographic projection, how to dimension a drawing, intro to CAD, etc. I still use those skills every day. So that's where I'd start on the - 'how architects communicate their ideas to clients, contractors, and engineers.'

Another aspect of architecture is learning how buildings get built. For this I'd recommend a book like Building Construction Illustrated. It's got a lot of info that will seem intense at first, but will become common knowledge if you go into the AEC (architecture, engineering, and construction) field. One way to get the most out of a book like this is to read a section of it and look up all the terms you don't understand or that interest you. You'll go down rabbit holes that never end. A lot of the knowledge in the construction industry is held by manufacturers and their trade groups. They publish reports, white papers, do testing, etc. on how to use their products. I reference this material constantly and I learn stuff every day.

There's also architectural history; fundamentals of design; sustainable design; structural, mechanical, civil engineering; there's a whole area of legal expertise surrounding architecture; current software being used (Revit, Rhino, Sketchup, AutoCAD, Grasshopper...); etc. If any of these topics interest you let me know and I'll point you towards some sources.

u/Sanctumed · 2 pointsr/gamedev

From what you wrote in your post, it seems that you are interested in the actual nitty gritty relating to graphics. For that, Game Engine Architecture is a much more suitable book compared to Game Coding Complete. However, if you are really interested in graphics and stuff like DirectX, I'd highly recommend getting a book like Introduction to 3D Game Programming with DirectX 11: https://www.amazon.com/Introduction-3D-Game-Programming-DirectX/dp/1936420228

I personally read the DirectX 12 book, but for newbies to graphics programming, DirectX 11 is much much easier to grasp. There are similar books for OpenGL, but imo you'd be better off learning DirectX 11 because it's a lot more modern.

u/an_ennui · 2 pointsr/design_critiques

> However, do you think my idea of left-right-left layout is aesthetic or at least interesting?

Sure! You can get weird with type layout, but that’s a solid choice. This page has a few more examples.

> Do you suggest googling "horror/scary fonts" and experimenting?

No. Baskerville is a classy, timeless font. If you try to convey “spooky” with a typeface, it’ll probably come across as corny/miserable reading. Keep Baskerville, but convey spooky with colors and possibly texture that don’t affect the reading experience. You could also try getting weird with text animations.

> I love those typography hacks! Do you have more?

A quick 10-minute read has a few more tips: Typography in 10 minutes. Beyond that, it’s probably time to buy a book on typography like this or this. Sadly, there just aren’t any online resources or articles that match the quality of old-fashioned printed material when it comes to type layout.

u/sinkface · 1 pointr/architecture

Depending on your state, a degree may not be required to become a registered architect. Many small-medium practices (15-20 folks) have a need for some sort of in-house IT person and he may be able to use his computer experience in conjunction with his drafting ability to get in the door.

Some free software that would be hugely beneficial to learn:
Sketchup and Autodesk Revit (a 36 mo. student version is available for free download)

...and once again I am going to recommend a Ching book: Architectural Graphics

u/sketchy_heebey · 1 pointr/woodworking

Autodesk Fusion 360 is probably the best free to use (home use only!) 3D modeling software out right now. There's a huge community for it and the interface is very intuitive. Plus It has a built in G Code generator for CNC and wireframe generator which is helpful for stuff like 3D printing. These features aren't perfect but they're good starting points. I would still recommend a book to learn what each code does. You can also output engineering drawings as .PDF files and do some physics modeling on your parts/assemblies to get a rough estimate of how hard it will be to break something.

u/Tezza48 · 1 pointr/GraphicsProgramming

Look for Beginner OpenGL or DirectX11 tutorials, Follow them to a t, work from there.

I learned a little GL from some random tutorials and then by watching this series.

I first jumped into Graphics and got a real understanding of what was happeneing form this book Learning from a book is a really good idea, Video tutorials can have a number of bad practices.

Once you understand the basics then ask questions about Ambient Oclusion, LightMaps, Cubemaps, Reflection.... all maps, baking(map thing) and other stuff. I would say knowing C++ is a good idea however you can do this stuff in C# and Java as well asa number of other languages. Also, have a look at Makin Stuff Look Good In Unity to get a good intro to shaders without having to write a renderer from scratch.

u/ThatSpencerGuy · 2 pointsr/changemyview

The internet is a very good place to go for people who are very worried about what other people believe. It's not so good at changing anyone's behavior, since you can't observe others' behavior through a computer. But you sure can tell people they are wrong and demand that they agree.

That means that the vegans you're encountering online aren't representative of all vegans. They're just the vegans who are very worried about what they and other people believe. By definition, that's not going to be a very humble subset of vegans.

Most vegans change other people's minds far away from the internet. They do it by simply purchasing, preparing, and eating vegan food, and when asked why they eat that way, explaining their position simply and without judgement.

> I also can't mention to anyone I know that I'm eating vegan because of the obvious social consequences.

I don't know if that's true. I don't think many people experience social consequences for their diet alone. Here's what I do if I don't want to talk about my reasons for being vegetarian, but someone asks me. I say, "Oh, you know--the usual reasons." If they press, I say, "Animal rights, environmental impact, that kind of thing." And I always go out of my way to explain that I "just ate less meat" for a while before becoming a full vegetarian. And also make sure I compliment others' omnivorous meals so people know I'm not judging anything as personal as their diet.

There's a wonderful book called Eating Animals whose author, I think, takes a very reasonable and humble approach to the ethics of eating meat.

u/GraphCat · 1 pointr/vegan

I love Eating Animals by Jonathan Safran Foer.

As for cookbooks, this cookbook.

If you have an ice cream maker/plenty of free time, I love this for vegan ice cream

u/notBrit · 0 pointsr/forhire

I know you're young and early in your career as a designer, but please, please, PLEASE don't create logos for $35. That tiny amount of money wouldn't even cover an hour of research, let alone the hours, days, and weeks it should take to create a proper brand.

Don't undersell yourself, and certainly don't undersell the work of other designers. If you're interested in pursuing a career as a designer, read this, get this, and keep up the good work.

u/kixio · 7 pointsr/architecture

I've found this book really helpful for different techniques. They cover hand drawing and rendering techniques as well as some tips for how to tweak things in Photoshop to achieve certain results.

I found a copy at my library and eventually found a cheaper used one to keep on hand for reference.

http://www.amazon.com/Color-Drawing-Techniques-Architects-Landscape/dp/0471741906/ref=sr_1_1?ie=UTF8&qid=1333056540&sr=8-1

u/eff_horses · 7 pointsr/vegetarian

My main reason for going vegetarian was that I was appalled by the conditions today's farm animals endure in order to become food as I learned more and more about them. If you'd like a good primer on that topic, I'd wholeheartedly recommend Jonathan Safran Foer's Eating Animals; it's incredibly well written and goes into good depth on factory farm conditions as well as other topics related to animal agriculture.

And if it feels like too much to switch entirely all at once, you're allowed to do it in steps. Some people can cut it out all at once, but some need more time, and that's totally okay; your goal should be to transition in a way that will help you stick with it for the long term.

u/Finoli · 1 pointr/directx

If you're really serious about getting into 3D-programming with DirectX I recommend getting a good book. A quick search on Amazon will get you the most common ones.
As for online resources my favorite is braynzarsoft.

EDIT:
My favorite books on DirectX:

Introduction to 3D Game Programming with DirectX 11

Practical Rendering and Computation with Direct3D 11

Real-Time Rendering

u/asymmetric_orbit · 4 pointsr/LandscapeArchitecture

Basically anything Copic for pens and color markers, Micron has great pens too. There's the ubiquitous Pentel sign pen, as well as Sharpies in a variety of point sizes. Staedtler makes great circle templates and pencil sets and you might want to consider some books such as the venerable Landscape Graphics and Drawing and Designing with Confidence. Oh, and tracing paper, lots of it.

u/sprokolopolis · 3 pointsr/Design

Meggs' History of Graphic Design details the evolution of visual communication through the ages, starting with the birth of written language. An understanding and knowledge of the eras of graphic design and the forces/politics/people/movements that shaped it is a valuable asset. This makes a great reference book as well.

edit: typo

u/jetmark · 2 pointsr/architecture

Frank Ching's Architecture: Form, Space & Order is a good primer for architectural principles. It might be a little mature for an 11 year old, but it's got a lot of interesting drawings that explain design concepts.

EDIT: it's a bit old: the back cover on the "Look Inside!" preview says "Now with a CD-ROM", haha

u/ieatfishes · 3 pointsr/IndustrialDesign

A good book to look into would be Rapid Viz. While having pretty sketches can be advantageous, the real point of sketches is to convey information and you don't need to be an artist to communicate effectively.

u/wholegrainoats44 · 1 pointr/architecture

Some books to help with that, depending on what you need.

Architecture Reference - A good introduction that also goes into specifics.

Building Construction Illustrated - A broad overview of most parts of putting a building together (technical).

The Function of Ornament - A more theoretical view of architecture in a modern cultural context; you might find it interesting in regards to your job as a social scientist (not cheap, though).

Hope this helps!

u/mthverre · 3 pointsr/architecture

Nice work. if youre interested in improving your hand rendering skills check this out. some of it is pretty tough, but just duplicating it will make you better. lots of different techniques in there.

http://www.amazon.com/Color-Drawing-Techniques-Architects-Landscape/dp/0471741906

u/mmediaman · 2 pointsr/Machinists

This book by peter smid is what our mastercam instructor used to teach us the fundamentals. Very basic feeling after you get into the trade but it's necessary. Pm me if you would like to glance at a copy.

Also
u/nine_divines suggestion of the machinist handbook is great, probably the only book I use I. The shop that's not a tooling catalog.

u/my_names_are_verbs · 3 pointsr/architecture

I would Recommend Francis D.K. Chings Architectural Graphics

Some of my students have also had good luck with The Architect's Studio Companion

Cool renderings. What program/engine are you using?

u/FerricIrony · 1 pointr/computergraphics

Sure!
Adrian Courreges blog is great.
I especially recommend the Doom study.

Yeah, it's a nice casual read but if you're looking for a more technical introduction you really can't beat the Luna book. The project files take a bit of updating and I don't recommend using the effects framework (most engines roll their own) but other than that it's ideal for getting into the graphics side of the industry.

u/lankykiwi · 5 pointsr/IndustrialDesign

The Measure of Man and Women is a very good reference, though the data may be outdated now. Link

H-Point is very good as well, although it focuses on cars and transportation Link

I'd recommend Donald Normans "The Design of Everyday Things" too, as it goes into the psychology of products and how we use them. Not ergonomics specifically, but very useful to learn about. Link

u/lakedonkey · 2 pointsr/vegan

The only book I've read on the issue is Eating Animals, but I don't remember the ratio of facts vs storytelling.

I mostly read up on these issues online, on different animal rights sites. As long as they provide the sources to their claims, it doesn't have to be a (big) problem that the site has an agenda of its own. I think Vegan Outreach has some good info, and they have good advice regarding how to present the knowledge you have too. (How to be an effective animal advocate.)

As for the "humane meat" part, you might want to listen to someone like Gary Franscione to get some idea of what the philosophical arguments are: Do we have to find instances of suffering on "humane farms" to say that they are indeed not humane? Or is it sufficient to point that the animals are all eventually sent to slaughter? (Ie. isn't it immoral and inhumane to kill someone, ending their lives against their own will, regardless of how good their lives was up until that point?)

u/davecheng · 1 pointr/fountainpens

My pleasure. Oh, and I forgot to mention about the printing. I learned style that from my dad, who was a draftsman. Everything he wrote around the house was in that style of printing. I copied him as a kid and it's been my primary hand for over 30 years now.

Of the primary styles of technical lettering, it's probably the closest to freehand lettering as described on this page.

There are other variations. Architectural lettering is different from engineering or technical lettering. I describe architectural lettering as an "animated' form of technical lettering where it's common to see horizontals take on a slightly up-and-to-the-right slant. The basic style is described in the popular text Architectural Graphics by Frank Ching and is studied by most architecture students. Architects can take a more liberal approach to their lettering and most architects develop their own style and flair for writing. Engineering and mechanical drawings cannot take such liberties, and as a result, technical lettering is much more uniform in style than architectural lettering.

u/wbeyda · 3 pointsr/compsci

DirectX samples in the SDK have some great examples of HLSL shaders. You would know this if you have already installed and setup Visual Studio for DX projects. This book by Frank Luna is great as well.

http://www.amazon.com/Introduction-3D-Game-Programming-DirectX/dp/1936420228/

Knowing when to use the GPU as apposed to the CPU ? The short answer is always. Why? CPU computations are expensive and limited. The real questions you'll need to ask yourself is when do I write a pixel, vertex or fragment shader? And that is situation specific and can be pipeline specific. Something you will spend a lot of time regressing on. My advice is don't get into DX or opengl programming first. Spend some time in an engine and see how they do things first. My suggestion is to use Unity and write some shaders yourself. Shader language is funny and hard to debug so pick up a copy of a CG language book and learn from there. Spend a lot of time in Maya and Photoshop seeing how different graphical acheivements have already been done. Then try to mimic them before diving into the algorithm. Understanding shaders is basically the same thing. Final piece of advice. If you can work in a higher level language than C++ do it. No sense worrying about pointers when you can just use something like C# Java or even get away from types and just use something like javascript or python.

u/dannisbet · 3 pointsr/graphic_design

Without seeing your work, one common thing about design is that we're always looking to create a flow and hierarchy of information so that the viewer can easily figure out what to do next, or pick out the information they need to move on to their next task (whatever that is).

It goes above aesthetics because we need design to do some work.

One of the best ways to help us organize all of that is by using grid systems. You'll find plenty of books on Amazon. Grid Systems in Graphic Design is one of the gold-standards, but it can be a bit pricy if you're still in school. I have Grid Systems: Principles of Organizing Design on my bookshelf and it got the job done while I was learning about grids. It's a bit more budget-friendly as well.

u/warchitect · 2 pointsr/PenmanshipPorn

Oh good ol' Materials and Methods class...I just read this book. I didn't copy the damn thing! lol. Nice work.

u/CultureofCon · 7 pointsr/architecture

Buy yourself a copy of Building Construction Illustrated by Francis Ching. You will undoubtedly use it in future classes and even into your first years of internship.

Ching also has a Building "Structures" Illustrated but, honestly, the "Construction" Illustrated will probably be more useful.

Amazon Link

u/TheSiklops · 2 pointsr/web_design

Off the top of my head I can think of How to be a Graphic designer without losing your soul. There's also the extremely famous (though not related to design) How to win friends and Influence people.

u/TheSleepiestNerd · 6 pointsr/AskEngineers

Dreyfuss' Measure Of Man & Woman is the standard anthropometrics book in industrial design; it should give you all the specs you need for manual tools & controllers: https://www.amazon.com/Measure-Man-Woman-Factors-Design/dp/0471099554

That's the only book I really use, but it also might be useful to poke around on some physical therapy sites to get an idea of common hand injuries & the general anatomy, if you think the controller could cause any risk of a repetitive strain injury. IME physical therapists publish a ton of stuff online & generally have a lot of solid practical knowledge of what issues are most common.

Outside of that, we rely a lot on just model making & testing. Get a couple people with really big hands (usually ~95th men's percentile) & a couple with really small hands (usually ~5th P women's), make a stack of vaguely plausible prototypes, and have them tell you what works for them. I honestly sometimes start these by just squishing playdough around until it feels like it fits.

u/bhoyjd · 1 pointr/graphic_design

I'm a inexperienced student like you but I recommend this book, very helpful for understanding the business of it all which I rarely get to learn in class.

http://www.amazon.co.uk/Graphic-Designer-Without-Losing-Your/dp/1856697096

u/booninvailable · 3 pointsr/makemychoice

What is your moral opposition to eating meat? I ask not in a defensive tone, because I too am a vegetarian (and I have been all my life). I think it should really just boil down to this: we pretty much know that animals are capable of feeling pain. This assumption is codified in laws regarding bestiality and animal cruelty. From a utilitarian perspective, disengaging from the meat-eating society allows you to engage in life in a way that more successfully limits the pain that living things experience on earth.

Another thing to consider is that the meat industry is one of the most environmentally unsound human endeavors ever conceived. The economic model for creating meat-based products is essentially "grow food, harvest that food, transport that food to the real food, have the real food eat the food we already grew, and then harvest the real food." Meat is needlessly expensive in a 21st century economy in which many people could be healthy with a vegetarian diet. This expense is far more than just in a monetary sense, it is a cost which resonates environmentally as well. Think about all the fuels used merely to transport grains or corn to the animals that will eat them. This kind of stuff adds up.

Someone else in these comments recommended that you should consult a nutritionist to see what kinds of things you would be lacking from giving up meat. I just want to let you know that everyone should consult nutritionists, and that people who don't eat meat really don't give up much. A common misconception about vegetarians is that they don't get enough protein. In reality, most meat-eaters are receiving an excess of protein (nothing harmful, but nothing necessary to their diet).

A final thought: I questioned my vegetarianism when I was about 15, as I had grown up with vegetarian parents and for a while it felt as if I was living under someone else's philosophy with no real thought of my own factoring in. I read Jonathan Safran Foer's Eating Animals during this time and it reassured me that vegetarianism wasn't just right, it was right for me. Do some reading before you reach a decision. You want this to be something that's truly yours.

u/liebemachtfrei · 1 pointr/architecture

Before any modeling, I'd get a handle on 2d drawing
http://www.amazon.com/Architectural-Graphics-Francis-D-Ching/dp/0470399112/ref=ntt_at_ep_dpt_4

Learn about lineweights, drawing plans/sections, isometric drawings - These rules matter once you take it to the computer.

Architects communicate in 2D like this, renderings usually only help the layman understand your project as they can't visualize space and form as easily as an architect can

http://drawingarchitecture.tumblr.com/

When you're in the computer I would probably learn autocad and revit to start out, rhino with paneling tools in your later semesters.

Try to find a renderering software that works with what you're good at. I use 3dsmax + vray for realism, but some professors prefer the clean look of sketchup

u/minglemangle · -1 pointsr/web_design

yes, and/or Elam's http://www.amazon.com/Grid-Systems-Principles-Organizing-Design/dp/1568984650/ref=sr_1_1?ie=UTF8&qid=1248720042&sr=8-1

Grid Systems

understanding and having good grid skills is pretty much foundational and essential.

u/Barabbas- · 2 pointsr/architecture

Architecture isn't a very textbook-y kind of field, so there aren't really many authoritative books that are universally used by everyone (other than the IBC).
Francis D. K. Ching is really the only exception to this rule as most schools seem to have incorporated at least one of his books into their curriculum. I would highly recommend the following:


Form Space and Order is a great introductory text that will introduce aspiring architects to some of the basic concepts of architecture.
Building Codes Illustrated relays code information graphically, making it easier to understand. It is not a replacement for the actual code, but it will at least give you an idea of what to look for.
Building Construction Illustrated is arguably the most useful of the three. I continue to refer back to this book even today and I'm not even in school anymore.

u/Matemeo · 4 pointsr/programming

I had the same problem until I picked up a book on DirectX. The author did a little bit of hand waving, but most everything was explained from the ground up. It really, really helped solidify my understanding of how graphics applications are implemented.

I think it was this: http://www.amazon.com/Introduction-3D-Game-Programming-DirectX/dp/1936420228

I'm sure there are other books that do well as well, but that particular book really made me get it.

u/bobdylans49thbeard · 1 pointr/web_design

The book Grid Systems by Kimberly Elam is amazing and extremely useful in understanding design. Available on Amazon here. I can't recommend it enough.

u/TitoTheMidget · 5 pointsr/Christianity

> I guess what I'm trying to ask is, where should we draw the line?

I'm not a vegan (I am a vegetarian though so I guess I'm just a really bad vegan), but I typically dislike this line of inquiry on any subject. We're constantly drawing lines in life. While it's fair to ask where those lines should be drawn, I feel like more often than not this is a rhetorical tool to justify taking no action at all, rather than to really get a sense of where that line is.

I could apply this reasoning to anything - sure, I should recycle, but where do I draw the line? Should I reuse lightly soiled toilet paper? The fact is we don't have the time or the passion to go all-out in everything we do in life, but enough people taking the minimum effective action still adds up to a huge difference. A quote that's always resonated with me is from Jonathan Safran Foer, the author of Eating Animals. Someone posed the "Where do you draw the line?" argument to him in an interview, and he gave a pretty detailed answer, but the snippet that stuck with me was "We have such resistance to being hypocrites, that we would prefer to be fully ignorant and fully forgetful, all the time."

u/fithrowawayhey · 3 pointsr/architecture

Francis D. K. Ching books would be a place to start.

D.K. Ching Books

I would suggest: Building Construction Illustrated and Architecture: Form, Space, and Order

Then maybe some more of his books as you are interested.

There is also a series of HomeDepot books: Plumbing 1-2-3 Wiring 1-2-3 etc that have lots of basic info: 1-2-3 Series

Feel free to ask if you are looking for anything more specific.

u/scoroby · 5 pointsr/Machinists

I'm currently doing school for my 4th year in my apprenticeship. My professor has and highly recommends CNC machining handbook by Peter Smid. I'll find a link

CNC Programming Handbook https://www.amazon.ca/dp/0831133473/ref=cm_sw_r_cp_apa_FN5MAb15GGWZ6

He says it explains CNC programming in an easy to understand manner. I kinda want it myself because I'm with you, g code is rough for me lol

u/PusherLoveGirl · 1 pointr/GraphicDesign

If you want to get more in-depth with grids and layouts you should check out Grid Systems by Kimberly Elam. It has a lot of explanations on what different layouts and grids accomplish and includes pictures of grid-based layouts with a transparent page with that layout's grid overlaid on the image (i.e. there's a transparent page with just the grid and the next page is the actual image).

It's really helped me out in certain designs and in general is an interesting book.

u/buildthyme · 1 pointr/architecture

Anything in particular that interests you? It's such a broad topic that it's difficult to suggest a point of entry.

A library will be your best bet. This book gives a nice overview of notable buildings: www.amazon.com/Buildings-across-Time-Introduction-Architecture/dp/007305304X/ref=smi_www_rco2_go_smi_1968491462?_encoding=UTF8&Version=1&entries=0&pf_rd_p=1968491462&pf_rd_s=smile-campaign&pf_rd_t=201&pf_rd_i=007305304X&pf_rd_m=ATVPDKIKX0DER&pf_rd_r=1V150HKR2JVVBKAEJT9G

An introduction to how buildings are assembled:http://www.amazon.com/Building-Construction-Illustrated-Francis-Ching/dp/1118458346/ref=zg_bs_173508_11

u/MikeOfTheBeast · 3 pointsr/graphic_design

Meggs History of Graphic Design is probably the go-to for that. It's not cheap, but it is a great resource for anyone trying to understand styles and why things are the way they are.

u/Totorodeo · 5 pointsr/InteriorDesign

There’s some decent sketchy / perspective books out there and some video and whatnot that have links on piniterest. Search and see what appeals to you and your needs.
I like this book:
https://www.amazon.com/Rapid-Viz-Method-Visualization-Ideas/dp/159863268X/ref=sr_1_2?keywords=Rapid+drawing&qid=1556261581&s=gateway&sr=8-2

Ultimately tho, I also prefer psd comps, so much more clear and I can use actual images of pieces I am buying. Learn how to do both design comps AND how to put a look together visual on a design board and you’ll be okay.

u/bethyweasley · 2 pointsr/vegan

the book is great as well! you might check out his other book eating animals which explains why he doesnt.

u/Rabirius · 4 pointsr/architecture

Fun! I remember free-hand drawing elevations of the house I lived in around your age. You might ask for Architectural Graphics by Francis Ching. It is a good introduction to architectural drawing concepts and techniques.

u/mooncrane · 1 pointr/Logo_Critique

That would explain it! I would recommend reading some design books. Your university probably has a good selection in the library. If you can get ahold of syllabuses for intro design classes, check out what books they use. I recommend Grid Systems to everyone. We also used Graphic Design: The New Basics in school, and this it's a really great intro to design. I don't really have any suggestions for Typography books, but maybe someone else could jump in with a recommendation?

u/RichieSams · 1 pointr/GraphicsProgramming

I highly recommend Frank Luna as well. His DX11 book is excellent. Some of the DirectX specific code is a bit outdated now, (for example fx files aren't a thing anymore and D3DX was killed off), but the graphics theory is still very good.

u/BigStroopwafel · 1 pointr/worldnews

There's a pretty good book on it by Jonathan Safran Foer :

https://www.amazon.com/Eating-Animals-Jonathan-Safran-Foer/dp/0316069884

u/NameTak3r · 5 pointsr/IndustrialDesign

This is a pretty good one, as is this

u/aivenhoe · 2 pointsr/GraphicsProgramming

I can give you a book recommendation. Although not the newest book around, I still think it explains very understandable probably most of the topics you are interested in. You can follow the books line or you can just look up things.

have fun

u/easyspirit · 2 pointsr/architecture

Rapid Viz was really helpful for me. It doesn't take as long as you might think to get better at sketching.

http://www.amazon.com/Rapid-Viz-Method-Visualitzation-Ideas/dp/159863268X/ref=dp_ob_title_bk

u/amitter · 1 pointr/graphic_design

A book not mentioned in that post would be Graphic Design: The New Basics - Ellen Lupton, Jennifer Cole Phillips.

I would recommend this book as a starting point. It's more like a collection of different design ideas with enough description to search further.

Also, I noticed color psychology was brought up. Be careful when reading into that, there is a lot of subjectivity in mainstream sources (like those infographics you sometimes see). Most research only points at the practicality of color psychology.

u/sailorst00pider · 2 pointsr/photoshop

Graphic design can be about communicating an idea, a message, a feeling. You don't need fancy tools/software to be a designer. You just need to have a message and a way to execute it... with whatever tools you have at your disposal. It's a hefty investment to get the adobe programs so I suggest starting off-screen. Maybe even reading about design history, ex: Meggs history of graphic design or looking at current, contemporary designers could spark some inspiration.

u/iankeichi · 7 pointsr/graphic_design

The history of graphic design by Meggs:
http://www.amazon.com/gp/aw/d/0471699020

Design basics:
http://www.amazon.com/gp/aw/d/0534625592

30 Typefaces:
http://www.amazon.com/gp/aw/d/1592532780

If you plan on using Adobe software, the classroom in a book series by them is good.

A color theory book would be good too.

u/dspin153 · 2 pointsr/architecture

I don't have too much experience with Landscape Architecture besides about 6 months interning at a firm, so take what I say with a grain of salt.

Books, I honestly don't know "the best"

I did however read these 3

http://www.amazon.com/Basic-Elements-Landscape-Architectural-Design/dp/0881334782

http://www.amazon.com/Basics-Landscape-Architecture-01-Design/dp/2940411123

http://www.amazon.com/Basics-Landscape-Architecture-02-Ecological/dp/2940411441/ref=pd_bxgy_b_img_y

They should get you started on Landscape stuff

For general architecture knowledge (if you don't get the other 3 get this one....if you do get the other 3, then get this one too)

http://www.amazon.com/Architecture-Francis-D-K-Ching/dp/0471752169/ref=pd_sim_sbs_b_2


Tips for the first day.

same with any job, do what needs to be done and try to look happy doing it

u/NoxMortalitus · 2 pointsr/architecture

I really, really love architecture: form, space, and order and use is as a guide quite often.

u/bikemuffin · 1 pointr/architecture

My favorite is Ching's Building Construction Illustrated: http://www.amazon.com/Building-Construction-Illustrated-Francis-Ching/dp/1118458346

I used it when taking my licensing exams. Wish I had it in school.

u/lordgold · 1 pointr/Design

Meggs' History of Graphic Design

http://www.amazon.com/Meggs-History-Graphic-Design-Philip/dp/0471699020/ref=sr_1_1?ie=UTF8&s=books&qid=1250861554&sr=8-1

An incredibly interesting book, I bought it for use in my sophmore History of Graphic Design class last year, and still read it.

Also, another vote for Elements of Typographic Style. An incredible resource if you're at all interested in type.

u/narcoticfx · 20 pointsr/architecture

Ching's 'Architecture: Form, Space, and Order' will surely help you. It is simple, quite visual and straightfoward. See if you can get hold of a PDF and let me know if it helped.

u/Krzysz · 2 pointsr/architecture

This is considered the Bible of architectural graphics and I'm pretty sure it's been a required textbook in most Schools of Architecture since the 1940's.

u/redmoss6 · 3 pointsr/Design

This seems to be a standard, and this is a great reference.

u/Blueberryslurpypouch · 2 pointsr/vegan

I read Eating Animals about a month ago. Really awesome and eye opening, even after having been vegan for a while

u/volatile_ant · 2 pointsr/AskReddit

In addition to tamupino's suggestions, check out Form Space and Order.

I got a copy second-hand through Amazon for $5 a few years ago... Not sure why the prices are so high right now, but check back in the spring when all the architecture kids are selling their books off.

It touches a bit on passive solar design, and general forms, spaces and orders, as I am sure you can garner from the title.

u/RoundService · 1 pointr/maker

I've come across a few human factors book with a good set of data. If I remember correctly this represents data analysed and collected by US army in the 70s and the data is heavily biased towards Caucasian bodies.

I would like to avoid OCR and parsing it. If anyone knows any openly available dataset it would be really helpful.

u/mr-bass · 2 pointsr/Design

This is a great book

It's got everything as far as "the stuff that doesn't change" goes

u/datosh · 1 pointr/gamedev

Well I bought this book and gonna work through this until next semester starts. I think I can start using wrapper and frameworks after I know what I'm using under the hood.
Makes the wrapper&frameworks more intuitive... at least for me. But thanks for the tipp. I'll look into the stuff after I red the book.

u/shark_to_water · 6 pointsr/veg

My transition into veganism was probably initially generated by a general reevaluation of the habits I'd developed and inherited as a kid growing up. My parents never second-guessed the morality of buying and eating meat, and I didn't either. But eventually I moved out of my parents' home and then in a rather haphazard, lazy normal kind of way set about challenging my beliefs as I matured. One of those beliefs was that buying and eating meat is essentially a non-moral issue.

Reading Jonathan Safran Foer's "Eating Animals" was eye opening for me. I became a rather naive sort of vegan after that for a while. A more recent but very distracting spell of interest in ethics has given me the opportunity to refine my beliefs somewhat.

u/hermitengine · 6 pointsr/gamedev

I too picked up DX11 mostly using rastertek's as a starting point, and then Microsoft's own documentation as a reference. I read rastertek's code as documentation in C++ rather than straight copying the code. After all, its abbreviated code is meant to illustrate D3D usage rather than be a production-level engine.

For a more guided approach, this book might suit you better:

https://www.amazon.com/Introduction-3D-Game-Programming-DirectX/dp/1936420228/ref=sr_1_2?ie=UTF8&qid=1502869223&sr=8-2

u/ewwquote · 2 pointsr/vegan

There's an excellent chapter in Jonathan Safran Foer's Eating Animals that's all about fish and other seafood.

https://www.amazon.com/gp/aw/d/0316069884/

u/RDCAIA · 2 pointsr/architecture

Design Drawing by Francis Ching
http://www.amazon.com/Design-Drawing-Francis-D-Ching/dp/0470533692

He covers perspectives and a host of other architectural drawing types, as well as things like line weight, tone and shading.

Also Architectural Graphics also by Ching.
http://www.amazon.com/Architectural-Graphics-Francis-D-Ching/dp/0470399112/ref=pd_bxgy_b_text_z

u/enosprologue · 14 pointsr/architecture

It gets mentioned a lot, but 101 Things I Learned in Architecture School is a great book if you can get your hands on it. Also, for beginners the Francis Ching books are great, especially Architecture: Form Space and Order, and Simon Unwin's Analyzing Architecture.

Another tip is, sadly, take this subreddit with a grain of salt. Many here seem to want to emulate professors who gave them a harsh beat down in critiques, and architecture generally has a very negative culture. You are not in architecture school, you don't need to be judged to the same standard. Especially if you are doing this as a hobby. Keep finding out what you like and be open to learning more.

u/imnojezus · 1 pointr/IndustrialDesign

Start with the book Rapid Viz. It's a workbook for sketching and rapid communication of ideas. Look for books on car sketching, toy sketching, product sketching, whatever... just practice practice practice. Get a note book and fill it from cover to cover, then start on a new one. Trust me on this; good sketching skills will get you hired one day.

u/Wayne_Enterprises_ · 6 pointsr/userexperience

This should get you started :)

Books:

u/reddilada · 3 pointsr/learnprogramming

The Practice of Programming is a good one.

If you want something different try The Design of Everyday Things

u/69autismo69 · 2 pointsr/CNC

I'm still learning myself. This book has been incredibly useful.

CNC Programming Handbook, Third Edition https://www.amazon.com/dp/0831133473/ref=cm_sw_r_cp_apa_i_S64kDbT3R6PQ6

u/GravyRobber · 1 pointr/graphic_design

Megg's History of Graphic Design

and/or:

http://www.designishistory.com/

I think what you're getting at is that you want to contextualize contemporary design trends within a broader history. Either of these will help you immensely.

u/Durddy · 1 pointr/vegetarian

I actually became a Vegetarian a year ago Tomorrow all because of this book. Eating Animals by Jonathan Safran Foer.
For me it was the environmental impact of the industry. It was an easy way to stand up for what I believe in.

u/raoulduke25 · 2 pointsr/engineering

This might be a good resource.

u/CrazytownUSA00 · 2 pointsr/Blacksmith

learn G-code, learn how to read blueprints and geometric dimensioning and tolerancing, get a good understanding of the cartesian coordinate system and acquire basic machining skills.

If you have a trade school nearby, you can take a course in machine shop, usually they'll have an intro to CNC. This book will teach you everything you need to know about G-code.

u/b_kraken · 4 pointsr/architecture

[Building Codes Illustrated](Building Codes Illustrated: A Guide to Understanding the 2012 International Building Code https://www.amazon.com/dp/0470903570/ref=cm_sw_r_other_awd_cr46wbYAW1WCR) and [Building Construction Illustrated](Building Construction Illustrated https://www.amazon.com/dp/1118458346/ref=cm_sw_r_other_awd_au46wbHJM3Q9N) are good ones too.

edit: link

u/JoshMonroe · 1 pointr/woodworking

This book has some good info in it. It is where I get a lot of my dimensions.

u/FreddieTheDoggie · 1 pointr/architecture

Architectural Graphics

Freehand Drawing for Architects and Interior Designers

Design Drawing

These should provide plenty of foundational skills and examples of the kinds of handdrawings you may find useful.

u/andhelostthem · 1 pointr/Design

Look for books on grid design (here's a simple one I own), check out some magazines with good design (wired, espn) and watch framing and color use in high end commercials, billboards and print ads.

u/wordsarepegs · 10 pointsr/typography

This book is actually free online . Another good book is Typographic Systems by Kim Elam .

u/Konraden · 2 pointsr/chemicalreactiongifs

This is Bill Hammock's channel but it's missing a lot of videos. He had a bunch when he worked in some kind of office.

Someone else uploaded a mirror of it. He has some humor in the older ones.

I've looked for the book he references as well--The Measure of Man: Human Factors in Design by Henry Dreyfuss--it's expensive. There is a revised edition if you're actually curious about the measurements.

u/PM_me_ur_art_work · 1 pointr/design_critiques

There are the books I was recommended:


1 2 3 4 5 6 7.

u/Mr_Rabbit · 1 pointr/typography

Hm. There aren't too many books that span graphic design history. It is rather extensive, as you can imagine. One that can give you a rather general overview is Megg's History of Graphic Design. Despite its Euro-centrism and other issues, it'll at least provide a general overview and let you highlight specific areas you might want to research further.

Another, though more limited in scope (or, should I say, focused) is The British Library Guide to Printing: History and Techniques and the better, but significantly more expensive / harder to find, Printing 1770 – 1970.

Anyway, some starting points for you.

u/Erilis000 · 7 pointsr/worldnews

For further reading check out Eating Animals by Jonathan Safran Foer--very interesting read.

u/jtprimeasaur · 2 pointsr/architecture

Francis Ching wrote half the books I used for detailing in school, if you don't mind reading up and studying, I'd definitely look into getting some of his books. We specifically used this one a lot https://www.amazon.ca/Building-Construction-Illustrated-Francis-Ching/dp/1118458346

u/woohiz · 1 pointr/architecture

Not online. Drafting really needs to be practiced in person and critiqued in order to be learned (even digitally).

People have mentioned below, but the Ching books really are THE standard for architectural drawing. There are really two types of drawing as well in architecture. There's all the technical stuff for construction documents. And then there are design drawings that are more of an artform.

My advice is to buy the Ching book. Learn about the conventions and techniques (what lineweights do, the types of orthographic, isometric, and perspective drawings). Then go and start looking at all the drawings you can online. Look at Paul Rudolph (particularly his section perspectives), look at the French Beaux-Arts drawings, look at Laugier, Labrouste, look at John Soane's drawings. For modern drawings look at Lebbeus Woods. Be a sponge, absorb it all.