The book is divided into three parts: Clip Art Basics; Clip Art Projects; and Clip Art Catalog. Below, I will
briefly describe each part. Throughout this review, I have included some of the images that are contained on the
CD that comes with the book.
Part I: The Clip Art Basics--introduces you to clip art.
Chapter 1: Find It. This chapter
briefly profiles and provides the names, address, and phone numbers
of more than 100 clip art sources.To the left is an image of a page
from Chapter 1. The list includ
es
all manner of graphics and companies. Clip art companies are all different.
Some choose a subject niche--BBL Typographic, for example, publishes
collections based on medieval, Renaissance, and Greek art. Tech-M
provides highly detailed drawings of computer parts, mechanical fasteners,
and network symbols for technical publishing. Judith Sutcliffe: The
Electric Typographer, crafts pictographs in font form. Other companies
generate a
rt for the full
spectrum of business and personal publishing. Dynamic Graphics' Electronic
Clipper has a different range of general and seasonal images every
month of the year. New Vision Technologies' Task Force collection
includes people, cartoons, food, music, nature, and more in a single
collection. The purpose of pictures runs the gamut, too. Art Beats
has a gift for decorative borders and backgrounds. And Ultimate Symbol
publishes a CD-ROM filled with beautifully simple symbols, icons,
and ornaments. These are just some of the companies listed in Chapter.
The chapter is full of graphic examples, as are the other chapters,
and all of the artwork used to illustrate Clip Art Crazy is from one
of the sources listed in the book, with the credit located with the
image.
Chapter 2: Choose It. How to determine the style of image that best suits
your project is discussed in this chapter. The author presents some concepts such as a cliché, an icon,
a metaphor, a sign, a visual pun, and a symbol and illustrates each with a graphic.
Chapter
3: Use It. This chapter maps out the technical terrain--the
file formats that best suit your system, clip art effects you can
re-create, and some things you need to know about using copyright
art to keep yourself legal and out of trouble. Different types of
printers are also discussed.
Chapter 6: Aridi Computer Graphics. Borders, initials, ornaments, and fluid
calligraphy.
Chapter 7: Arisen Corporation. Environmental images.
Chapter 8: Art Parts. Humorous
illustrations of people, places, and parts that will bring a smile
to the face of anyone who sees them.
Chapter 9: Creative Media Services. Cartoons, cartoons, and cartoons!
Chapter 10: CSA Archive Company. Images that have elements of illustration
and typographic design from the earlier part of this century with the knowledge and energy of a new era.
Chapter 11: Dynamic Graphics. Clip art for just about anyone: advertising
agencies, art studios, retailers, and newspapers.
Chapter 12: Harter Image Archives.
Reprints of engraved woodblock i
mages
compiled from nineteenth century books and magazines.
Chapter 13: Iconomics. Images from illustrators who have pooled resources
to market their services.
Chapter 14: Image Club Graphics. A variety of clip art such as gestural
ink sketches of food and entertainment subjects; silhouette images; and high resolution stock photography.
Chapter 15: Letraset USA. Font form images with themes such as health, fitness,
celebrations, special events, travel, and comedy.
Chapter 16: Metro Creative Graphics.
Images for advertisers such as a collection of ready-to--use ads for
retailers. Original artwork for automotive, real estate and other
businesses.
Chapter 17: MvB Design. Images that capture the idyllic, crafted style of
the 1920s and 30s. Includes retro ad cuts from the 1920s through the 50s, and a revival of nineteenth-century printer's
cuts, offbeat creations by other designers.
Chapter 18: New Vision Technologies. Collection of high-quality graphics
that can be used with just about any hardware and software configuration you can imagine.
Chapter 19: The Oswego Company. Images created in Adobe Illustrator. These
are photorealistic illustrations for corporations and advertising agencies.
Chapter 20: Daniel Pelavin. Spot
illustrations for art directors, art studios, and publishers.
Chapter 21: Periwinkle Software. Antique illustrations of flowers, vegetables,
fruits, food, romance, household inventions, automobiles, trains, aircrafts, and ships.
Chapter 22: PhotoDisc. Royalty-free library of visual symbols for illustration,
design, advertising, desktop publishing, and presentations.
Chapter 23: T/Maker Company. Clip art series that includes such titles as
ClickArt Cartoons featuring Beastly Funnies, On the Job, Bulletins & Newsletters; ClickArt Studio Series featuring
Artistry & Borders, Sports & Games, Business Art; The Incredible Image Pak 25,000, a collection of 25,000
images covering a variety of subjects.
Chapter 24: Ultimate Symbol.
A museum-quality collection of design elements, over 3,200 of accents,
devices, symbols, designs, shapes, and ornaments.
Chapter 25: Youth Specialties. Images that stay current with the look and
the language of teens and young adults. The illustration styles run the gamut--cartoons, woodblocks, and photocollage.