Intimidated by the writing process? Having a hard time getting what’s in your head down on paper? (Do you even use paper? If so, does it have “From the desk of…” printed at the top or is it 23 napkins that you snatched from the coffee shop?) In any event, I want to teach you the “quick and dirty” way of making a script for your comic. It’s not as complicated as you might think, and you don’t need any fancy software to do it either! (more…)
It took two tries because of a little technology mishap but that second time turned out to be a gem. Adam and Devin hang out with Jeremy Rock, the artist of eye-popping (and sometimes literally!) horror and zombie comics Luther and The Eighth Seal (among others) and discuss the world of digital comics. Take a listen and hear what Jeremy has to say about the future of comics in an ever-growing digital world, as well as what it takes to remain true to yourself and your art.
He may look like he’s got some party to him but Daniel Warren Johnson, creator of Space Mullet and numerous other artistic ventures, knows how to handle his business. Adam, Mark, and Mark’s cat The Outlaw Jesse James are joined by Dan to discuss the tools of the trade, the various processes taken to create his art, and how his Christian faith keeps him balanced. You do not want to miss this amazing episode.
You have a stack of character reference sheets, lots of motivation, and five finished cans of generic diet cola sitting on your desk. The problem is you’re stuck and don’t know how to start your story, much less end it. Sound familiar? Then let’s talk outlines!
*insert semi-enthusiastic trumpets here* (more…)
In my opinion, there are three phases to drawing the figure: gesture, construction, and rendering. None of these phases is independent from the others. Gesture captures the essence of the figure’s pose — it records the kinetic energy of a moment in time. If anything can be said to breathe life into a drawing, it’s gesture. Construction is the phase where knowledge of shape and anatomy are employed to methodically build a three-dimensional figure within the page. This is the part of figure drawing where many of the visual “problems” of the figure — problems that involve not just anatomy but perspective — are solved. Rendering draws focus to issues of appearance, primarily lighting. Proper lighting grounds the figure and accentuates depth.
Often, these phases overlap. Gesture and construction can happen at the same time, with rough lighting and shadows added before either phase is fully resolved. Some people skip construction entirely and rely on rendering to establish the form. However you choose to approach things, know this: gesture is the most important. More than a rough sketch or plan to be finalized later, it is the soul of your drawing. Everything else builds off of it and threatens to diminish its impact. (more…)
Adam and Patrick don’t let no stinkin’ ocean get in the way when it comes to the comic creation process. That’s why there was no hesitation when it came to scheduling an interview with Palle Schmidt, an artist, storyteller, and educator, from Denmark. Tjek det ud! That’s “check it out” in Danish, in case you didn’t feel like Googling it. You’re welcome.
Dialogue can, in essence, make or break a comic. To graciously sidestep the pitfalls of comic speech, it’s a good idea to heed these pieces of advice:
Keep genre in mind
Where is your story set? How, realistically, would your characters interact with one another? Let’s say that you’re writing a period piece set in 1800s England. Quite obviously, you would like to avoid any anachronistic words such as “derp”, or “bro”, or “hashtag.” Unless, of course, your protagonist is a time traveler. (“Hashtags! Bloody hashtags everywhere, bro!”)
One of the central truisms of being an artist is this:
You will have to do many drafts of your work.
It’s unavoidable. There is this myth among artists about how the masters of the craft were gifted from the beginning — that they went into their studios and produced works of greatness in a matter of hours. This is exacerbated by videos like this one, where it’s possible to watch a master like John Romita Sr. as he quickly busts out perfect drawings of Spider-man with a felt tip marker. Amazing, right? And deservedly so! John Romita Sr. has created comics since 1949 and has been drawing Spider-man since 1966. He’s had a lifetime of practice in order to reach a place where he can draw something amazing with minimal revisions. (more…)
Sometimes a conversation takes on a life of its own, and unexpected tangents are guaranteed. In that respect, this podcast did not disappoint! What began as a thumbnail discussion with Jason Brubaker (creator of reMIND and Sithrah) quickly morphed into a fantastic conversation about his unique comic-creation process. Oh darn. Take a listen and enjoy for yourself!