What was it like

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Terotrous
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Re: What was it like

Post by Terotrous »

LibertyCabbage wrote:I both agree and disagree. You're right that "practice practice practice" won't make you a great cartoonist by itself, but that's not what I meant. What I meant's that it's the most important part of a learning process that includes, for example, peer-review and reading as other important parts. Sorry if I wasn't more clear about that.

As for "taking a break," I'm gonna subvert that into "taking a break from what you normally do." If you normally draw cartoony, try drawing realistically. If you only draw people, try drawing animals. If you normally color digitally, try doing it traditionally. If you normally write action stories, try writing a romance story. If you normally draw comics, try writing prose or poetry.
This can also help, but if you continue doing what you were doing already (ie, you start a second comic to be different from your first one), you can quickly burn yourself out. Also, I do think you need at least a short period of downtime inbetween the two simply to allow the information you've gained to sink in and for some of your old bad habits to break.

It's also worth noting that with the downtime approach, a change in subject matter is not strictly necessary. This is good, because some people are really only good at one particular thing. For example, some people are very funny but cannot write romance to save their lives.

LibertyCabbage wrote:Yes, "taking a break" can help you get a fresh perspective, and it may work for some of you, but I don't think it's good advice in general. I'd hate to think of some struggling newbie lurker reading that, putting away his art supplies and logging into World of Warcraft because he read that it's the way to get better at making comics. "Taking a break" sounds a hell of a lot easier than "practice a lot," and "easy" solutions tend to be way more appealing to people than they should be.
It shouldn't be misconstrued to suggest that becoming a good artist does not take hard work. You have work at least enough to reach that skill plateau. If you're still at the point where your skill is improving with each thing you draw, taking a break will be quite harmful to your skill progression. And it typically takes at least a few months to a year to reach the plateau point.

However, I do feel that there are some skills where practice basically doesn't help at all. Writing is something I'd put here. I'm very hard-pressed to think of a comic that was not funny to start with, but then eventually became funny (or, for a dramatic comic, it wasn't compelling or dramatic at first but later became that way). Even across one creator doing multiple comics, I really don't see too much evidence of this happening. Writing talent seems to be something you either have or you don't. And if you do have it, practicing it doesn't help, you just naturally get better over time whether you use it or not.

This also applies to music composition. Actually, it's probably true of creativity in general, also including art. The execution of a particular concept improves with practice, but the ability to come up with the concept of what to draw or write in the first place seemingly doesn't. Also, just because you're good at one of these certainly doesn't make you good at all of them, all of the various types of creativity are seemingly somewhat distinct from each other.
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Re: What was it like

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VeryCuddlyCornpone wrote:Everybody!!

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Re: What was it like

Post by LibertyCabbage »

Terotrous wrote:Writing talent seems to be something you either have or you don't. And if you do have it, practicing it doesn't help, you just naturally get better over time whether you use it or not.
I generally agree with you in principle, but how does this work in real life? I feel like most webcartoonists I've come across seem to think they're a talented writer. You can't say to people, "You don't have it, so you'll never be a good writer," because then you're just being a major asshole*. And it isn't just webcartoonists; I recently read about a study a group did on college students' self-image:
Researchers also found a disconnect between the student's opinions of themselves and actual ability.

While students are much more likely to call themselves gifted in writing abilities, objective test scores actually show that their writing abilities are far less than those of their 1960s counterparts.

Also on the decline is the amount of time spent studying, with little more than a third of students saying they study for six or more hours a week compared to almost half of all students claiming the same in the late 1980s.

Though they may work less, the number that said they had a drive to succeed rose sharply.

These young egotists can grow up to be depressed adults.
Whether or not you think the study's valid, I feel like there's definitely a cultural attitude where people feel like they don't need to try as hard because they think they're talented. So, I just don't feel like it makes sense to consider talent as the end-all, be-all. It's healthier to say, "Try your best, write a lot, listen to critiques, learn from your mistakes, and read what other people are writing."

Oh, yeah, what's that quote again?
Nothing in the world can take the place of persistence. Talent will not; nothing is more common than unsuccessful men with talent. Genius will not; unrewarded genius is almost a proverb. Education will not; the world is full of educated derelicts. Persistence and determination alone are omnipotent. The slogan Press On! has solved and always will solve the problems of the human race.
- Calvin Coolidge
* There's been a couple times when I actually have written something like that in a review, but I view those instances as being special circumstances, and I was still reluctant to go that far.
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Re: What was it like

Post by Yeahduff »

Terotrous wrote: Writing is something I'd put here. I'm very hard-pressed to think of a comic that was not funny to start with, but then eventually became funny (or, for a dramatic comic, it wasn't compelling or dramatic at first but later became that way). Even across one creator doing multiple comics, I really don't see too much evidence of this happening. Writing talent seems to be something you either have or you don't. And if you do have it, practicing it doesn't help, you just naturally get better over time whether you use it or not.
Uh, OK, sorry to butt in here but I just could not possibly disagree more.
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Re: What was it like

Post by Yeahduff »

Also, Calvin Coolidge was full of shit.
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Re: What was it like

Post by LibertyCabbage »

Yeahduff wrote:Also, Calvin Coolidge was full of shit.
Did you run out of Fruity Pebbles this morning, or something?

Anyways, I'm a product of the American public school system, so I don't know what the deal with Coolidge is. Sorry; I just like the quote. Or are you saying the quote's as full of shit as Coolidge is?
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Re: What was it like

Post by IVstudios »

Well, there's a pont where persistance crosses the line from inspiring to kind of sad. There is something to knowing when you're beaten, packing it in and moving on.

Not to mention that persistence has caused quite a few of the worlds problems, too. You need to be pretty persistent to get a war going.

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Re: What was it like

Post by Bustertheclown »

I'm with Yeahduff on this one. To take it farther, I would even say that talent may not be a myth, but it is exceptionally overblown as a signifier for how quality work comes about. I see it all the time, people who do have natural aptitudes at certain things, but let it go to waste, versus people busting their asses to get better at those same things and maturing into it. The secret, however, is that people who do not understand how to do it well must get educated in how to do it well. That's a major factor that's missing in the equation of comics, because there really is no widely-disseminated formal or systematic way to gain an understanding of how comics work, the way there are with other art forms. That means that the great majority of people who make comics are doing so pretty much under self-instruction, and having to figure things out on one's own is generally not a good way to learn.

Even with the vastness of information at one's fingertips that the internet provides, direction and context are still needed. So, you get people who are keen to learn and make, but are emulating terrible work, or narrowing their focus far too much, or not listening to constructive critique, any other situation that arises when one is trying to learn without oversight and guidance. And that, of course, means that bad work is being made, and that bad work might not ever stand much chance of getting better. However, we shouldn't blame this common situation on a lack of talent. Talent doesn't have much to do with it. Neither, in truth, does an overblown ego. It's a simple matter of illiteracy. It's doubtful you're going to be able to write beautiful literary prose if all you ever read is the tabloids. The same goes for comics. If you aren't being influenced by good comics, chances are pretty big that you won't be able to produce good comics.
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Re: What was it like

Post by VeryCuddlyCornpone »

Bustertheclown wrote: Even with the vastness of information at one's fingertips that the internet provides, direction and context are still needed. So, you get people who are keen to learn and make, but are emulating terrible work, or narrowing their focus far too much, or not listening to constructive critique, any other situation that arises when one is trying to learn without oversight and guidance. And that, of course, means that bad work is being made, and that bad work might not ever stand much chance of getting better. However, we shouldn't blame this common situation on a lack of talent. Talent doesn't have much to do with it. Neither, in truth, does an overblown ego. It's a simple matter of illiteracy. It's doubtful you're going to be able to write beautiful literary prose if all you ever read is the tabloids. The same goes for comics. If you aren't being influenced by good comics, chances are pretty big that you won't be able to produce good comics.
This is why critique is so important and why the majority of webcomic writers are big fat whiny babies wah wah praise my comic I put no effort into because I've never learned how to even put effort into a comic
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Re: What was it like

Post by Bustertheclown »

I would say that, in theory, it can be important to a certain extent, but it's not universally important. It very much is important to those who seek to improve at the craft and understand the theory of it. However, there are two factors to consider about this:

First, as with any creative pursuit, there is a sort of hierarchy of devotion to be considered. Some people really take it seriously as a discipline, and some people don't, and treat it as a hobby or pastime or even a nice way to pay the bills. These people are never ever going to take a critique, because it is not important for them to get any better than they are. The problem, of course, comes from the fact that most-- maybe nearly all-- webcartoonists fall into this category. They come into it without much intention to grow, and they react badly when you assume that they might like some advice. Add to that the fact that anyone on the internet can usually comment on whatever the hell they want, welcome or not, and that drama and hyperbole are the standard modes of communication online, and what you're left with is webcartoonists who are (often rightfully) characterized as whiny crybaby drama whores.

Second, and more pressing to the point, not all critique is made equal. There is definitely a line that separates informed critique and uninformed critique. Again, on the internet, everyone with an opinion can state it. That doesn't mean that those opinions are worth much, and that goes back to what I've already stated above. If you don't know what's good or bad about comic storytelling, can't identify the conventions, don't know how to order your thoughts, or can't put your thoughts into proper language, you're not going to be able to give much of a helpful critique. There's a method to good critique, and I can tell you that most comic critique, even the stuff that is professionally done, is shit. Well, if all the comics you read are terrible, and all the critical writing out there is awful, then what are you left with? You're left with a self-perpetuating machine of mediocrity, both on the creation side and on the critical review side. And that is just not important.
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Re: What was it like

Post by peterabnny »

McDuffies wrote:I have that approach with writing, when I leave an unfinished script laying for a while, after that I tend to come up with ideas I was missing... perspective helps because when you're working on a thing, you tend to be stuck with a certain direction and can't think wide enough to look at others... it's similar to how you can get stuck with a math problem, always looking at one place, but further thinking only gets you back to that same place, so you need to step back, give it a rest, separate yourself from the problem for a while. Similarly sometimes you need to let some knowledge settle down in order to use it better. It's just that for me in particular, this never had that kind of effect for drawing.
I generally make it policy to never ink and color a stand-alone piece (like a pin-up) and release it all in one day. When I've finished the pencil I may call it a day and move on to something else before coming back and giving it a once-over the next day to see if there's any tweaking that needs to be done. Generally, there is. Then, when I color, it'll be the same. Since I use pencil to color, I DEFINITELY don't want to skip the pause-reflect step, as once the pic is sprayed with fixative, there ain't no going back to fix things. Stepping away for a period of time definitely helps me refine a piece.
Bustertheclown wrote:
Second, and more pressing to the point, not all critique is made equal. There is definitely a line that separates informed critique and uninformed critique. Again, on the internet, everyone with an opinion can state it. That doesn't mean that those opinions are worth much, and that goes back to what I've already stated above. If you don't know what's good or bad about comic storytelling, can't identify the conventions, don't know how to order your thoughts, or can't put your thoughts into proper language, you're not going to be able to give much of a helpful critique. There's a method to good critique, and I can tell you that most comic critique, even the stuff that is professionally done, is shit. Well, if all the comics you read are terrible, and all the critical writing out there is awful, then what are you left with? You're left with a self-perpetuating machine of mediocrity, both on the creation side and on the critical review side. And that is just not important.
How do you get beyond that, then? How are you able to separate the good from the bad and useful from the useless?

I agree, tho, that critiques are necessary for improvement, but they have to be helpful in that they tell you what you're doing wrong and what you need to do to get better.
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Re: What was it like

Post by Bustertheclown »

peterabnny wrote:
How do you get beyond that, then? How are you able to separate the good from the bad and useful from the useless?
That's a good question, and I don't know if I have a proper answer. I suspect that maybe getting rid of this idea of the egalitarianism of webcomics is a good start. Seeking out, drawing from, and expanding from those few who actually have already developed a basis for comics theory would be a good start. Adapting the standards for critique that already exist in other arts fields to comics would be another good step. And giving the lion's share of attention to those works that are actually capable of holding up to serious consideration, while letting the rest fall away, would be a big step toward establishing a critical foundation for all comics. This is stuff that happens in the small "highbrow" circles of the graphic novel set, but it's notably absent from comics in general. If people really wanted to allow for webcomics to be taken seriously, they'd follow the models of the indie/alt set, rather than the mainstream. They don't, however, to their detriment.

It means making a conscious decision that this is going to be fine dining, instead of chicken strips from a chain restaurant. Yes, everyone can publish, and power to the people, but what is given attention does matter. Critique really isn't about telling the maker about what they did "wrong" or what you need to do to get better. Critique is the process of actively deconstructing a work and understanding it. It's far less about what information you can provide to the creator as it is about the what you as a viewer can gain from the work. That's part of the problem with the critical atmosphere of comics. There's very little reaping of intellectual meaning from the works. Instead of borrowing from the standards of the arts, critical reviews of comics tend to borrow from the standards of entertainment, which is much less meaningful. It's generally written from a position of authority, and it focuses on insubstantial aspects, like mechanics. But how can a person be an authority on what makes a comic "good" if they themselves are looking at works that are not good? And what good is focusing on mechanics, if the product is already finished and posted? For future reference? Who cares? Are they expected to revise and resubmit?

The thing about critical review for entertainment is that it is written with the audience in mind, not the creator. It has nothing to do with the creating a dialogue between creator and viewer. It is about letting people know whether the material is worth spending money or time on. In short, it treats it as a product and subsequent transaction, not as a work and subsequent conversation. Artistic critique, however, is about establishing that dialogue. When you go into a review, using the critical standards of the arts, you go in not from a position of authority. It is about you and the work. You state what you see in the work. You state what you think about the work. You judge whether or not it works in conveying something substantial to you, and you state why you have come to that conclusion. It's important to understand, that this is a learning process for you, the reviewer, just as much as it would be for anyone reading or hearing the review. And you CAN be wrong. You CAN miss the point. If there is a group of people who are consistently missing the point of a certain work, then it's time to ask why that may be so.

If the critical community continues to treat comics as a product of pop culture, then there is absolutely no need for anything other than quick synopsis and a star rating. However, if people really want to make comics an artform worthy of consideration, then it's time to consider it as we do other artforms. We don't waste our time on fluff. We don't act like it's easy to do well. We don't come at works from a position of authority. We don't treat it like just another consumable. We do give attention to works that are deserving, and we do seek to understand and explain it from the position of an individual viewer who may or may not understand it. At least, that's how I see it. I know it's how it works in the artistic disciplines I'm involved with. I know it's how it works in the few small enclaves out there that do actively treat comics as an artistic pursuit. I don't see it happening very effectively in comics on the whole, and certainly not in webcomics, for various reasons. However, I do think it can happen in a broader manner for comics, if there were a group of people out there who were willing to make a concerted effort to raise the level of expectations for both comics and their critical community.
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Re: What was it like

Post by Terotrous »

LibertyCabbage wrote:I generally agree with you in principle, but how does this work in real life? I feel like most webcartoonists I've come across seem to think they're a talented writer. You can't say to people, "You don't have it, so you'll never be a good writer," because then you're just being a major asshole
There's no question that when put like that, it sounds incredibly harsh. However, if phrased more like "you should try to focus on your strengths", it doesn't sound as cruel (and most people do have some). If you have a person who is a very good artist but not such a good writer, obviously the most logical course of action is for them to pair up with someone who is a good writer but can't draw.

One of the main things that holds most comics back is that they're done by a single person. There are a handful of ultra-talented people (of which I am definitely not a member) who have both top-level writing and art abilities, but the vast majority don't and would benefit from delegating some of the work. You'll notice also the virtually all "professional" media is produced this way. The writers on the Simpsons aren't the same people who draw it.

LibertyCabbage wrote:Researchers also found a disconnect between the student's opinions of themselves and actual ability.
This hasn't been my general experience for artist-type people, if anything I find artists tend to be overly critical of themselves, even people who are very skilled will disparage their own work routinely. However, what I do think happens is that people would prefer to try to bolster their weaknesses than refine their strengths. If someone is a good writer but not a good artist, they'll work harder on art even though they really should probably be working on their writing instead*.

*Incidentally I am aware that this describes me perfectly.

Yeahduff wrote:Uh, OK, sorry to butt in here but I just could not possibly disagree more.
Well, you're welcome to disagree. I just personally can't come up with a single counterexample that I've ever seen.

I guess where you might be able to find a counterexample is in a comic that has potentially good jokes that are ruined by poor delivery or comedic timing. I feel VGCatz is like this, for example. The author can come up with funny observations, but his timing is usually way off and his strips come off as too wordy. By contrast, Penny Arcade strips are much shorter and are usually funnier because their timing is much better. However, both of them have been like this since the very start and show no sign of changing.

Delivery, as opposed to the actual conception of the joke, is clearly a skill and can be improved by studying other sources. If you watch a lot of good comedies and pay attention, you can start to see how they set up their jokes and that will make you a bit funnier. But even then, I can think of precious few comics that went from having poor delivery to great delivery later on.

Bustertheclown wrote: The secret, however, is that people who do not understand how to do it well must get educated in how to do it well. That's a major factor that's missing in the equation of comics, because there really is no widely-disseminated formal or systematic way to gain an understanding of how comics work, the way there are with other art forms. That means that the great majority of people who make comics are doing so pretty much under self-instruction, and having to figure things out on one's own is generally not a good way to learn.
I think it's a myth that this material isn't out there. First of all, there's millions of books and online tutorials about drawing cartoon art in every style possible, including many that are specifically based around comic strips. Secondly, there have been many good comics out there and they're all readily available online, if you want to take a cue from the pros you have only to head on over to Calvin and Hobbes, Sinfest, the Far Side, Peanuts, or what have you.


The thing is, all of these disciplines rely on certain innate skills that they can't teach you. For example, most drawing books try to break characters down into basic shapes that exist in a 3D space, which they assume you can already do or can figure out from a couple examples. However, if you simply can't look at an object and break it down in this way, or visualize the component parts in a 3D space, you'll never be any good at it, and lots of people can't. Writing is even worse. You can listen to things like audio commentaries for the Simpsons where they go over how they write jokes and how things like subverting the audience's expectations and calling back to something just after you've forgotten it can be funny, but they give you virtually nothing to go on as to where you should get your ideas from. That has to come from within.


That being said, I'm not trying to suggest the world is some kind of total meritocracy where you have a handful of ultra-talented elite and then the unskilled masses who are basically good for nothing. First of all, even if some people are more talented than others, pretty much everyone seems to be good at a few things. The reason most of us have to work so hard is probably because of the desire to improve our weak points that I mentioned above. And secondly, hard work can compensate for a lack of talent to some extent, though you'll never catch up to someone who has talent and also works equally hard. With enough effort, I think anyone can reach a level that would be considered "capable", even if they started from absolutely nothing.

And believe me, it's not possible to have less innate artistic talent than I have. The fact that I can now draw an action-oriented joke and have it communicate the point clearly enough that the humour is not lost is proof that anything is possible if you're stubborn enough.
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Re: What was it like

Post by McDuffies »

I'm in the camp with people who think that writing can, and should be, improved through practice.

Like with drawing, it is important to identify which skills you have to improve and do it in an organized way. Similarly how, in my earlier example, if you draw a talking-heads comic, you don't improve as much as when you're challenging yourself and acquiring knowledge from outside sources, you also won't improve by writing the same kind of thing, following the same steps and never reflecting on what you've written. Most of webcartoonists never edit their scripts before drawing and publishing it. Most of the don't have a clear idea of where they're going with the story, and their scripts seem like an improvised free-jazz as played by a person who can barely hold an instrument. I think that the face that many webcomic writers insist on this approach is the reason they don't improve.

Writing is not a singular skill. Like drawing, it's a combination of many skills, at least some of which are needed in good writing. Of the top of my head, here are some skills that, in my experience, can be greatly improved through practice:

- Ability to organize elements into a whole, to organize ideas and thoughts, which leads to ability to get a coherent story out of single scenes and pieces and bits of ideas. This is something that can be vastly improved through practice.
-Ability to observe real life and to imbue your experience into your writing. Many of us are navel-gazers by nature rather than observers. But being an observer is very important for writing so many of us have to practice being more perceptive, listening more and talking less, etc.
-Ability to tap into the rhythm of everyday speech and transfer it to dialog. (One of skills that people often think is strictly a matter of talent, with which I disagree)
-Learning what your strengths as a writer are, learning how to base your writing around them. Often, you simply don't know what you're good at until you try. Writing, to me, is sometimes like a puzzle with some missing pieces, and you got to try out and see where your piece fits.
-Learning how to use literature in order to create more informed writing.
-Learning what good comics are, what constitutes a good comic, Like Buster said, you have to read good stuff to be able to write good stuff. Many writers I've critiqued over time were cases where I didn't think anything I said would be of use to them, because they were inspired by the trash, and their ambition was strictly making the same kind of trash (they wouldn't call it trash, of course). Also you have to know as many approaches to writing, perspectives on writing, as possible.

As for writers who have obviously improved over the course of their career - I'd say nearly every webcomic writer that is any good. Most of comics that I like started as halfbaked efforts, telling much simpler stories with much less nuance, that grew more complex as their writers got better. Often art-brute beginnings have their charms, but they're evidently products of a person with lesser skills than the later episodes.

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Re: What was it like

Post by Bustertheclown »

Terotrous wrote:
Bustertheclown wrote: The secret, however, is that people who do not understand how to do it well must get educated in how to do it well. That's a major factor that's missing in the equation of comics, because there really is no widely-disseminated formal or systematic way to gain an understanding of how comics work, the way there are with other art forms. That means that the great majority of people who make comics are doing so pretty much under self-instruction, and having to figure things out on one's own is generally not a good way to learn.
I think it's a myth that this material isn't out there. First of all, there's millions of books and online tutorials about drawing cartoon art in every style possible, including many that are specifically based around comic strips. Secondly, there have been many good comics out there and they're all readily available online, if you want to take a cue from the pros you have only to head on over to Calvin and Hobbes, Sinfest, the Far Side, Peanuts, or what have you.
Again, it's not a matter of the material being out there. It's a matter of being able to pick out the stuff that'll actually help you, and then use it correctly. That's what education is for. It points out the good stuff, and how to break down the good stuff into the kind of information that is useful to a person's growth. So, no, learning through osmosis is not a particularly good way to go. You might pick up a few tricks, but simply reading Calvin & Hobbes without understanding what was behind Watterson's virtuoso performance is going to yield you very little. Trying to emulate something as singular as The Far Side is just an exercise in futility. However, how can a person know this right off the bat? They can't. Since it's a process of personal trial and error, instead of a guided tour of curated material, getting to a place of real understanding is going to be long and hard, and probably disappointing. That's why, in other artistic disciplines, claims of being "self-taught" are signs of a dilettante, and a joke. A lack of instruction shows, and it's almost always a bad thing.
The thing is, all of these disciplines rely on certain innate skills that they can't teach you. For example, most drawing books try to break characters down into basic shapes that exist in a 3D space, which they assume you can already do or can figure out from a couple examples. However, if you simply can't look at an object and break it down in this way, or visualize the component parts in a 3D space, you'll never be any good at it, and lots of people can't. Writing is even worse. You can listen to things like audio commentaries for the Simpsons where they go over how they write jokes and how things like subverting the audience's expectations and calling back to something just after you've forgotten it can be funny, but they give you virtually nothing to go on as to where you should get your ideas from. That has to come from within.
It's those assumptions that are the problem. When you're teaching people a skill, you begin without any assumptions about what others might know. The thing about most tutorials is that they serve more as a teaching tool for the person who has created them than they do for a person trying to follow them. Trying to explain things is a powerful method for solidifying knowledge, and that's what tutorials do. Too often, people come into reading a tutorial with the idea of "this is how it should be done." Really, though, it's more along the lines of, "this is how I do it." Given that, the assumptions are made, because the people inevitably start from a place where certain knowledge is innate in them, and they take it as a given that others know it. That's not good teaching, and shouldn't be seen as such.

But that brings me right back to my original point: even though there is a ton of material out there that intends to help, most of it is unhelpful in the way that it is produced. If you don't know that, and don't know what to look for, and have nobody to guide you from a place of knowledge and experience, then you'd might as well just close your eyes and choose at random, or just ignore all of it and bang your head against a wall, for all the good it's going to do for you. Getting proper guidance trumps talent. It simply does.
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Re: What was it like

Post by McDuffies »

I generally make it policy to never ink and color a stand-alone piece (like a pin-up) and release it all in one day. When I've finished the pencil I may call it a day and move on to something else before coming back and giving it a once-over the next day to see if there's any tweaking that needs to be done. Generally, there is. Then, when I color, it'll be the same. Since I use pencil to color, I DEFINITELY don't want to skip the pause-reflect step, as once the pic is sprayed with fixative, there ain't no going back to fix things. Stepping away for a period of time definitely helps me refine a piece.
That is one of the first things I learned at comic school: leave your pencils overnight. Next day, you really start noticing errors.
Bustertheclown wrote:Stuff about status of webcomics and comics in general
Any new medium or genre that doesn't have instant aristocratic status as old ones is instantly tagged as irrelevant. Comics should have followed the film, which escaped the ghetto thanks to serious work of cinema theorists such as Eisenstein and Vertov, and later again french journalists such as Truffault and Godard, both of which rose conversation to a new level. Comics never had consistent theoretical thought, nor a strong generation of theorists. It's serious critical work appeared only sporadically, in form of single, lone authors. Most of what is passed as critical work in comics is in "short review and a star rating", or "dos and don'ts in comics" form, neither of which is considering comics as an art form. Most of literature about comics tended to be written in the patronizing style, as if written for exactly the same reader stereotype that comics tried to get away from. Lately there are things like doctoral works on topic of particular comics and such, so things might get better, eventually.
Writing about webcomics, well it's all mostly journalism. Best of bunch are, I'd say, on the level of New York Times review, which is still just a hint to reader whether to watch it or not. It's hard to do art theory as a hobby, I guess. Specially on internet where you get called "pretentious", "exclusivist", "elitist", by every militant geek who wants you to write more about Penny Arcade. What prevents webcomics from being a more seriously taken medium is a topic that deserves a book-long essay.
How do you get beyond that, then? How are you able to separate the good from the bad and useful from the useless?
My attitude has always been to take everything as a useful information. Even if it's not constructive, it's telling you how one archetype reader is seeing your comic. If you get an advice, you got to think, if you applied this advice, whether it would still be the comic that you wanted to make?
One of the main things that holds most comics back is that they're done by a single person. There are a handful of ultra-talented people (of which I am definitely not a member) who have both top-level writing and art abilities, but the vast majority don't and would benefit from delegating some of the work. You'll notice also the virtually all "professional" media is produced this way. The writers on the Simpsons aren't the same people who draw it.
Well there's a distinction between 'communal' and 'individual' art. Where former is a result of different visions and sensibilities co-working or clashing, later is a result of one person's singular vision. Think music written by a band closely working together like REM, as opposed to a single songwriter who controls most aspects of his music, like Bob Dylan, both of them having their own distinctive qualities.
Where film is almost impossible to create as a work of singular vision, comics are particularly appropriate for a single person to execute them top to bottom. There aren't too many artists who are both great artists and great writers, but there's significantly more of those who excell at one, but are good enough in another. Comic author may not be the both best artist and best writer, but very often he's the best artist for the kind of writing he writes, and the best writer for the kind of art he draws.
Well, you're welcome to disagree. I just personally can't come up with a single counterexample that I've ever seen.
It's strange that you think so, because on top of my head, almost every webcomic writer that is any good has shown a serious progress over the course of his career. This specially goes for early generations of webcomics.
Consider Sluggy Freelance. Early on it was a riot, but it's storylines were fairly simple pop-culture parodies that never had more than a few characters and setpieces. Later, author developed a style of intensely complicated, multilayered storylines. This didn't always work to his favor, but it was always impressive how skilled he got at juggling several balls in the air, and catching them all in time.
CRFH is another obvious example. Whereas it started as a crude gag comic with humor that was mining stereotypes, with freedom to explore out-there topics. It later became a story with ridiculously high emotional stakes, multitude of characters and interweaving storylines.
Those art-brute beginnings had their charm, but make no mistake - this art brute approach was not the choice, is was a necessity. They didn't start writing more complex because they changed their mind midway. They did it because they learned how to. Proof to that point is, whenever any of those writers embarked on new projects, they never chose art-brute approach again.

John Allison is an example of author whose skills in writing humor improved. His early comic Bobbins was, at it's beginning, a simple gag comic that relied on visual jokes and stereotypical characterizations. Then it visibly got better as it went along. Currently, he's a skillful writer of understated, character-driven jokes that mostly rely on impeccable rhythm and speech patterns.

As for PA and VGCats - both gained a lot of viciously devoted readership early on thanks to type of humor and topics that appealed to internet crowd, and I can not think of an environment less conductive for development than that.
The thing is, all of these disciplines rely on certain innate skills that they can't teach you. For example, most drawing books try to break characters down into basic shapes that exist in a 3D space, which they assume you can already do or can figure out from a couple examples. However, if you simply can't look at an object and break it down in this way, or visualize the component parts in a 3D space, you'll never be any good at it, and lots of people can't. Writing is even worse. You can listen to things like audio commentaries for the Simpsons where they go over how they write jokes and how things like subverting the audience's expectations and calling back to something just after you've forgotten it can be funny, but they give you virtually nothing to go on as to where you should get your ideas from. That has to come from within.
Oh, breaking objects in simple shapes is most certainly a skill that you can practice. Like perspective, it's geometry and knowing math helps, though in this case, very simple math.
But in case you have a peculiarity of being completely unable to see simple shapes in objects, perhaps you'll use this peculiarity to devise an art style that doesn't rely on it (and there are many good comic artists whose style doesn't).
Writing and drawings are conglomerates of such disparate skills that, most likely, you can always channel your art towards the skills you do have, if you care enough to work on it. Just like how Hagar creator, being extremely nearsighted, developed a style that circumvented this. Basically, most of people (with some exceptions, obviously) are born with all the basic skills needed to become good authors, but they have to develop them through work.

Incidentally, getting ideas can also be practiced. There are numerous books that teach you how to, for instance, reliably get ideas for gags when you are a comedy writer. These literally contains methods for how to get inspiration from things surrounding you. They certainly don't guarantee quality of writing, but they seem to help a pro not to run out of ideas.

There are certain character traits that can prevent you from becoming a good author, though. Some of them are lack of self-criticism and stubbornness.

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Re: What was it like

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Bustertheclown wrote:It's those assumptions that are the problem. When you're teaching people a skill, you begin without any assumptions about what others might know.
The thing is, though, that I think there are precious few if any people who could actually explain the process of 3D visualization, as virtually all good artists had this ability from the beginning and thus they can't explain how they learned it. What you might want is someone who started off without it and then learned how to do it, but it seems like there are very few people who fit that mold, and for most of them, it was probably just that it suddenly clicked rather than that their was a long and highly reliable process by which they learned it. Also, as McDuffies posted below, I think most people who simply can't do this learn to get along without it rather than learning it.

Bustertheclown wrote:Getting proper guidance trumps talent. It simply does.
I still don't really buy it. One other thing you're underestimating about talent is that talented people also learn really quickly. They can pick up things just by seeing other people do them well that others would have to work extremely hard to get down (incidentally, this might be how a talented person can seemingly improve with no effort, they're subconsciously learning by analyzing others). Talent is in many ways more about the ability to learn skills quickly than about having a head start, and that means they just get farther and farther ahead as time goes on.

McDuffies wrote:It's strange that you think so, because on top of my head, almost every webcomic writer that is any good has shown a serious progress over the course of his career. This specially goes for early generations of webcomics.
Consider Sluggy Freelance. Early on it was a riot, but it's storylines were fairly simple pop-culture parodies that never had more than a few characters and setpieces. Later, author developed a style of intensely complicated, multilayered storylines. This didn't always work to his favor, but it was always impressive how skilled he got at juggling several balls in the air, and catching them all in time.
CRFH is another obvious example. Whereas it started as a crude gag comic with humor that was mining stereotypes, with freedom to explore out-there topics. It later became a story with ridiculously high emotional stakes, multitude of characters and interweaving storylines.
Those art-brute beginnings had their charm, but make no mistake - this art brute approach was not the choice, is was a necessity. They didn't start writing more complex because they changed their mind midway. They did it because they learned how to. Proof to that point is, whenever any of those writers embarked on new projects, they never chose art-brute approach again.
I think you're confusing narrative complexity with writing skill. Almost all comics get more complex over time simply by virtue of having more time to establish characters and storylines, but this does not necessarily indicate that their writing skills have improved. I think you're of the impression that writing a complex strip is inherently harder than writing a funny gag-a-day strip, but I do not believe this to be the case, coming up with funny standalone jokes day after day is also very tough. Heck, many people move to the more complex format simply because they can't keep coming up with funny standalone material.

To get back to the skill of the writer, many comics (you identified Sluggy Freelance above), do both things well. There are also loads of comics that have gone from gag-a-day to storyline-based over time, without being particularly strong at either one, and there are even some comics where the move away from the gag format clearly hurt them.

Also, I'm not sure I would even count this type of progression as a legitimate counterexample anyway. If a comic changes in tone from comedic to serious, there's a different set of skills at play. Some people can be very dramatic but are not very funny, so changing the focus of their strip might make it seem like they got a lot better, but really they were just focusing on something they already did well. The better example is a gag-a-day strip that starts off not being funny, then later becomes very funny, or a serious strip that significantly improves over time.

McDuffies wrote:But in case you have a peculiarity of being completely unable to see simple shapes in objects, perhaps you'll use this peculiarity to devise an art style that doesn't rely on it (and there are many good comic artists whose style doesn't).
I think this is probably the optimal result for someone who doesn't have a lot of talent - a clean, serviceable style that doesn't detract from the quality of anything else they might do. However, if you put that up against some super detailed or extremely stylized art style, virtually no one will claim the former style is superior. It gets the job done, but it'll never be the best of the best.


I believe I've basically now reached this point. I can visualize a gag in my head and no longer have to worry that I can't draw well enough to express it, and to be honest, that is very satisfying. I'm sure I'll continue to get somewhat better over time, but the fact that I'll never be as good as some of the better artists on here doesn't really bother me.
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Re: What was it like

Post by Yeahduff »

lol, you guys need to practice the skill of brevity, clearly you have no talent for it.
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Re: What was it like

Post by Bustertheclown »

I'm bored and avoiding work. Walls of text are how I unwind.
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Re: What was it like

Post by Bustertheclown »

This battery of responses goes out to Yeahduff:
Terotrous wrote:
Bustertheclown wrote:It's those assumptions that are the problem. When you're teaching people a skill, you begin without any assumptions about what others might know.
The thing is, though, that I think there are precious few if any people who could actually explain the process of 3D visualization, as virtually all good artists had this ability from the beginning and thus they can't explain how they learned it. What you might want is someone who started off without it and then learned how to do it, but it seems like there are very few people who fit that mold, and for most of them, it was probably just that it suddenly clicked rather than that their was a long and highly reliable process by which they learned it. Also, as McDuffies posted below, I think most people who simply can't do this learn to get along without it rather than learning it.
Nope. That's what the entire first year of art school is for. Explaining that sort of stuff, so that artists have a foundation in knowledge and not instinct.
Bustertheclown wrote:Getting proper guidance trumps talent. It simply does.
I still don't really buy it. One other thing you're underestimating about talent is that talented people also learn really quickly. They can pick up things just by seeing other people do them well that others would have to work extremely hard to get down (incidentally, this might be how a talented person can seemingly improve with no effort, they're subconsciously learning by analyzing others). Talent is in many ways more about the ability to learn skills quickly than about having a head start, and that means they just get farther and farther ahead as time goes on.
I'm not disputing that talent exists. I'm not disputing that it can be a help, or that it is easy to identify in webcomics. What I'm saying is that it would be much harder to identify if a real system of education existed for comics the way there is for other arts. The internet doesn't count. The internet is not a guide; it's a heap. Comics are lacking guides.
"Just because we're amateurs, doesn't mean our comics have to be amateurish." -McDuffies

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