RobboAKAscooby wrote:The more knowledge you can bring to the table the greater the authenticity of the work.
Failing that watch movies and TV.

McDuffies wrote:Failing that watch movies and TV.
I dunno, we're already so saturated with pop culture that we have some trouble discerning reality from, shell we say, simulacra. I blame derivative nature of much of comics on author's inclusion of pop culture's strictly fictional tropes without realising that they're not actually coming from real life, or without realising to which extent they're derivative, or to which extent they disrupt internal logic of their own comic, or just subconsciously aping things they've seen elsewhere.
McDuffies wrote:-Don't learn anatomy from magazines. From magazines, you learn how to draw people posing for magazines. What you need is to learn how to draw people doing stuff.
McDuffies wrote:RobboAKAscooby wrote:The more knowledge you can bring to the table the greater the authenticity of the work.
I think it's worth mentioning that this knowledge should be visible but not explicitly shown in a comic. When you research, you're tempted to spill all the things you've learned in a comic, to show off your knowledge, so to speak. But that's not good and writer should exercise moderation, after all a reader can read all the same books you did if he wanted. You need research to learn how things function, and then show them functioning that way in your comic.
schoob wrote:I was thinking more along the lines of physical interaction, not everyone has the ability to watch people in everyday life without coming off as a weirdo (like a certain co-worker of mine) or the availability of time to take classes.
VeryCuddlyCornpone wrote:schoob wrote:I was thinking more along the lines of physical interaction, not everyone has the ability to watch people in everyday life without coming off as a weirdo (like a certain co-worker of mine) or the availability of time to take classes.
I want to hear mroe about this coworker
RobboAKAscooby wrote:I was thinking more along the lines of physical interaction, not everyone has the ability to watch people in everyday life without coming off as a weirdo (like a certain co-worker of mine) or the availability of time to take classes.
Not for anatomy but magazines do have their benefits for pin-up posing and layout designs, not to mention fashion ideas.
Also, as far as watching film and television, keep a watch for how the shots are set up, where the focus is, how long the camera hangs on a shot (easier before the '90s, after which most of the more successful movies don't keep the camera in one place for more than a few seconds. Go on, count how long before a cut, it'll probably be less than 6 seconds.)...
What about animated shows? They might be more inspiring than movies. Even if your comic is serious you can learn a lot from them, like using camera angles (Invader Zim ftw) or deciding how much detail is needed in the background.

McDuffies wrote:Also, as far as watching film and television, keep a watch for how the shots are set up, where the focus is, how long the camera hangs on a shot (easier before the '90s, after which most of the more successful movies don't keep the camera in one place for more than a few seconds. Go on, count how long before a cut, it'll probably be less than 6 seconds.)...
I'm on the fence about that, on one hand, many teachers will tell you that freeze-framing through, say, a Hitchcock film will teach you a lot about graphic narration. On the other hand, Will Eisner in one of hiw books made a very strong case against that, pointing how narrative techniques carried from movies will make very confusing narration, how a still image carries information in a different way than a moving one (most obvious with close shots) and how comics have a completely different set of techniques. Case in point, about half of all mangas are practically illegible in places because of using so called cinematic storytelling. So I'm not sure if a beginner should be getting used to a style of narration that might not be as legible to readers.

McDuffies wrote:I pick animated shows for designs but they always use less details than comics because movement makes up for a lack of detail, stills taken from cartoons themselves often look a bit unfinished.

JustSarah wrote:I bought a book a while ago, on drawing human anatomy from Michaelangelo, Leonardo. I guess i could start that up again.:3
See, I'm sort of going the Gantz approach. I would make rough sketched of what I want called a name. And then make 3D models from studying human anatomy (Or just using poser *dodges tomatoes), and then on a seperate sheet of paper, do my inking based on the 3D storyboard.
VeryCuddlyCornpone wrote:I'm sure that doing so couldn't hurt, though it is typically a good idea to first get a grasp on anatomy based as much off of real-life as possible before you move on to more stylistic representations (as you would see in a game).
The reason I say this is because you have one of two scenarios.
Artist studies from real life, and creates, within their world, representations of real-life anatomy.
versus-
Artist 1 studies from real life, Artist 2 studies from Artist 1, and therefore creates representations of Artist 1's representations of anatomy. While this still can look acceptable, Artist 2 has now built a framework of sorts based on another artist's interpretation of the world. When it comes time to create something that Artist 1 has not needed to represent, Artist 2 will need to begin from scratch and won't have that framework to fall back on anymore.
(Say Artist 1 draws beautifully, but for some stylistic reason (maybe the comic is about genies or something) never draws feet. Artist 2 will be fine until he/she must draw feet, and will not be able to look to Artist 1 for ideas.)
I guess what I'm saying is, it's always a good thing to take a look at how other people perceive/represent things, but it's principally important to first figure out a way to do them on your own. Drawing, I feel, is one activity where you can't quite be the best you can just by watching and learning from others, as you might be able to do with something simpler like, I dunno, folding a sheet or brushing your teeth or something. Art is greatly improved when the artist not only knows the "what" and "how" behind an image, but also the "why"- the thought process, the reasoning, the logic (physically or otherwise).
VeryCuddlyCornpone wrote:I'm sure that doing so couldn't hurt, though it is typically a good idea to first get a grasp on anatomy based as much off of real-life as possible before you move on to more stylistic representations (as you would see in a game).
The reason I say this is because you have one of two scenarios.
Artist studies from real life, and creates, within their world, representations of real-life anatomy.
versus-
Artist 1 studies from real life, Artist 2 studies from Artist 1, and therefore creates representations of Artist 1's representations of anatomy. While this still can look acceptable, Artist 2 has now built a framework of sorts based on another artist's interpretation of the world. When it comes time to create something that Artist 1 has not needed to represent, Artist 2 will need to begin from scratch and won't have that framework to fall back on anymore.
(Say Artist 1 draws beautifully, but for some stylistic reason (maybe the comic is about genies or something) never draws feet. Artist 2 will be fine until he/she must draw feet, and will not be able to look to Artist 1 for ideas.)
I guess what I'm saying is, it's always a good thing to take a look at how other people perceive/represent things, but it's principally important to first figure out a way to do them on your own. Drawing, I feel, is one activity where you can't quite be the best you can just by watching and learning from others, as you might be able to do with something simpler like, I dunno, folding a sheet or brushing your teeth or something. Art is greatly improved when the artist not only knows the "what" and "how" behind an image, but also the "why"- the thought process, the reasoning, the logic (physically or otherwise).
See, I'm sort of going the Gantz approach. I would make rough sketched of what I want called a name. And then make 3D models from studying human anatomy (Or just using poser *dodges tomatoes), and then on a seperate sheet of paper, do my inking based on the 3D storyboard.

Return to Technique Tips and Tricks
Users browsing this forum: No registered users and 2 guests