Showing posts with label Grawlix. Show all posts
Showing posts with label Grawlix. Show all posts

Saturday, March 31, 2012

Keeping it Real part 2

In my last post, I talked about the importance of setting up a perspective grid as the first step in making an illustration.

The other important first step is research. (Exactly which of the two, grid vs research is step 1 and which is step 2 varies for me, depending on what I'm working on.)

Research can be looking up photos on the internet or visiting similar locations and taking photographs of my own. Either way, I'll collect a whole bunch of photos. And then I won't copy any of them, exactly. But I will use them to help me figure out what might be included in the background when I design my locations. If I do use photo reference, it's  as a reminder of what kinds of things are visible on a rooftop, for example, and then I make up my own versions of those things.

I looked up a whole bunch of reference photos for New York City rooftops for this, but I didn't use a single one of them verbatim (or whatever the photo version of "verbatim" woud be) I just used them to remind myself what kinds of things might be found on a roof.


Even if I am using my own photographs for a specific location, I won't make quite an exact copy. In this example, I copied but greatly simplified my photograph of the gates at Trinity Bellwoods Park to set up a specific location, including just enough detail to be recognizable and believable, but without being slavish to the photograph. I didn't want to put so much detail in the background that it became distracting, because the picture is about the white squirrel, not the park gates.



When I was working on Grawlix #2 (which got renumbered as #3 by the time it was released) I used a pillar from one room, and a table from another, and windows and  decorations that I completely made up, and combined them to design the bistro where our characters get together on page 2 of my story.



Set dressing helps to establish the story, and the character. You can use subtle details to support the story and move it forward, or to tell the reader something about the person in the room.

When I was given the job of designing the personal office space for Number Two in issue 2 of Holmes Incorporated, I looked up a lot of images on executive office space and furniture, as well as what other artists had drawn in issue 1.  

Then I took all of that, looked at all of it, and let it influence but not dictate my designs. I used what I already knew about the character to create a space that specifically appropriate to him.


Good background and props design provides an extra layer of communication and another reason for someone to re-read the story, and handled properly it can also help establish and maintain the pace of the story, guide the readers along, and help them get to know the people that inhabit the story world.

Saturday, March 17, 2012

Keeping it Real

OK, I know. I get it. 

Constructions and perspective grids are not the funnest, sexiest parts of making a piece of art. There's always a real temptation to skip this step and get right to the good bits of doing the drawing.

The little X is to remind myself which of these lines was the horizon
There's a saying in building things that applies as well to drawing: Measure twice, cut once.

If you take the time to carefully plan your drawing, you're less likely to have the artwork turn out wonky, or end up having to erase and re-draw a bunch of stuff because you accidentally used two different points of view on the same composition*

* and before you say "what about cubism" these rules apply double, or triple in that case, because each of the different points of view presented has to be consistent with itself.

It also helps to establish the settings of your drawings as a real place that people could visit.


When I'm doing constructions I mostly just hint at the location. I lay down the framework so that when I do the detailed illlustrations later, I have a basic idea where the characters are in the setting, and what details need to be added to create a sense of place.


If your viewers believe they could really go to the place where your characters are, then it will give them another way to connect with your story. At least, it seems that way to me.






Monday, November 28, 2011

It's a date!

 Just a quick update...

Grawlix Anthology #3, in which my story "Undone" appears, is launching at the November 29, 2011 session of the Toronto Comic Jam at Sonic at 60 Cecil St at College & Spadina.
https://www.facebook.com/event.php?eid=183797985045539

If you missed my earlier posts about working on the story, I did one on character development one on set design and page layout and just a quick one with preview art and the wrong launch date. Oh yeah. Also, the wrong edition number.

But now it's real, it's official, and Grawlix #3 will be live and in person.


Monday, October 31, 2011

A quickie for SpeakEasy 2011

Want to see what I've been up to lately, and check out some original artwork?

Come on out to SpeakEasy's Comic Book Art Show on November 3. I'll be on hand to have a chat and answer any questions about comics or art or life in general (accuracy of the answers not guaranteed.)

The Toronto Comic Jam will also be there with the latest edition of Grawlix, which includes the story that I've mentioned here in earlier blog posts.


http://www.speakeasyto.com/

Sunday, September 18, 2011

Preview art

A while back, I did a post about the story I was working on for Grawlix issue 2. It's all done now, and scheduled to launch Oct 23 at Canzine

In the meantime, here's a little preview.

Saturday, July 23, 2011

Work in Progress

I'm making a bit of headway on my Grawlix #2 story. Which is good, what with the finished pages being due in about ten days' time.


I had originally planned to use photo reference of a real restaurant in Toronto for the location on page 2, but after taking the pictures I realized that the restaurant layout would screw up my storytelling, so I went with an imaginary restaurant that has small, round tables and I just made a script margin scribble so I could make sure that the characters stayed in the right seating arrangement and that the right background shows up depending on which way the camera is facing.


I found some photo reference for the kind of office environment that Jacob and Simon would be working in. I figured if they're at an inbound tech support call center, then they wouldn't need very big cubicles. And since the cubicle does have a bit of a hero shot on page 2, I wanted to know what it looks like. It's a shallow one, where the dividers are only as deep as the desks.


The page thumbnails are all done, and they seem to read OK to me. I like that so far a couple of people who have seen them picked up right away on the very structured grid giving the reader a sense of security and something to grab onto while the events in the story go from bad to worse.

The little circles in the notes are for word bubbles, and the numbers inside the circles are how many words they are, so how big the word bubble will need to be. Roughly.

Thumbnails, minus the ending


The page constructions for the first two pages have turned out OK, and I've got them transferred to comic art board. So, I've got most of my planning done and it seems to be working out OK for me so far.

Page constructions for pages 1-2

Now I just need to draw. A lot.

Tuesday, July 19, 2011

My next project

The Toronto Comic Jam is doing another issue of Grawlix, and I'm doing a story for it. 

I've got some basic character sketches down, not so detailed as my character reference for Holmes Inc, but this project has a much faster turnaround so I'm doing the best I can in the time I have. At least I have something I can pin up for continuity.

I used a brushpen on these. When I finish my pages for the book I'll probably use markers, what with my not having refined enough motor skills to use the brush. Yet. And it'll be a challenge enough trying to get the concept of inking down without having a tool I can't fully control.

I'm actually writing the story this issue, which is a new adventure for me. Sure, I've written stuff before. There's all these blog entries, of course, and I've written some short stories,  but this is my first comic script. Fortunately for me, I got some help from Holmes Incorporated writer Dino Caruso (you can check out his tutorial on short fiction on the Holmes Incorporated site.)

The subject matter of the story that I'm telling is a bit personal and uncomfortable (to the characters, not to me and hopefully not to the reader) so I'm keeping the pages on a tightly composed grid structure so there's something to provide a safety net. I'll be shooting it basically like a documentary, with predominantly mid- to close- shots to keep it intimate and personal.


I'm trying to keep all three characters sympathetic, just three people in a bad situation but nobody is "the villain" because it's an everyday story with ordinary people. Again, we'll see if that plays out. Obviously, anyone reading the story would relate to one character more than the others, and have a favourite by the end, but I've tried to give all three of them a reason why you'd like them and a reason why you wouldn't. After that, it's your call as to who is the most to blame for what happens.
At least that's the idea. We'll see if it plays out.

One thing about being the artist as well as the writer, I am putting less detail into my script than I probably would if I was handing it over for someone else to draw, because I already have the picture in my mind I don't have to write it down in the script. So my script is pretty sketchy, but I know what I mean by it.


And being the writer as well as the artist, if when I start drawing I decide to go another direction, I have the freedom to just run with the change because I know the writer won't object. (Or if she does, may need some professional help. But that's another topic for another day.)


So, there you have it. My next project, my next challenge. Now all I have to do is meet the deadline.