To do a realistic comic album, I start from a precise documentation: photographs and 3D models. I create the models in Cinema 4D. I use Poser and Quidam for human characters. But for poses and expressions or to show specific characters I like also to use artists’ resources books, particularly the Fairburn books (nearly impossible to find today), which were used by prominent comic artists such as Grzegorz Rosinski. This comic strip is the first third of page 13. In a 46-pages album, the first page has the number 3 (not 1). Silvia, then 11 years old, is arriving at her granduncle Antonio’s house. She is 1.37m tall (4ft6in), so she is quite small; when adult, she will be only 1.57m (5ft2in) tall. Here (see panel 3), her proportions were calibrated from a book showing children at very precise ages. As I said in my last post, I have two Quidam 3D models of Silvia, one at 7 and the other at 15-16 years old: in this page, we have an intermediate situation. Rodrigo Lopez, her adoptive father, a young French farmer of Spanish origins, owns a Seat Cordoba, which is a logical choice. I used my own Cordoba (Fig. 1 and 2) as a reference, but my car is a 1997 model, whereas Rodrigo’s one is the current one (the comic’s action here is taking place in 2002, year at which the today model appeared). Hence the differences between the photo, which only served as a geometry basis, and the drawing. I have modeled a part of Antonio’s house in Cinema 4D (Fig. 3 and 4); most of the elements (the house, windows, door, table, dishes, glasses, etc) were created by me, but the bottle and the chair are freestuffs. So I modeled a whole little universe to draw my comics, and for that I took measures of real furniture. Probably later I will offer these things as freestuffs, but to prepare them for other users takes time… Photography and 3D can be a good help for illustrators with perspective problems! This is the final draft. Inking will be done in Manga Studio EX (in vector mode) and color in Photoshop. The texts are today in the font Helvetica, which will be replaced by a custom-made font later. I am grateful to my friend Gene (2Loose2Trek) for helping me in the translation of the balloons. I post this for the Drawing Day. You can see a picture of Silvia in action 4 years older here:
Silvia 6, when hesitation means death (contains violence)
I have opened a site to present my comic project. It is here:
"Silvia (the adventures of Silvia Robin)"
This is not a public site. I have done it for the fun of friends, but more important is to help me to improve the project. Every comment will be welcome. The access to comic pages needs a secret code. If you are, since some months, one of my friends, or somebody who favorites my work, or one of my favorites, write me an email, and I will give you the code. But without code, there are tenths of drawings in 3 galleries to enjoy!
Jun 7, 2008 9:35:58 pmby jocko500 Online Now! Homepage »
lot of work goes on that most people do not understand about realistic comic or comis in nature at all. Like how they can draw the same person over and over in diff poses and pov and you still know who it is. this is a wonderful way of seeing into your world
Jun 8, 2008 10:54:53 amby RBlue Homepage »
Very interesting work flow.
Always good to see other artists' approach.
Planning the page and each scene seems to be the one common thread per artist's recipe for completion.
Particular methods used to reach the goal of final draft is where we all differ and is also where we all can learn from one another.
Perhaps one day I'll submit a tutorial on some of the methods I use...
But in the meantime, Thanks for the peek into your constuction stylings.
It's always appreciated!
Jan 16, 2009 8:36:45 amby Jydekris Homepage »
Elcet, This is highly technical and systematic. Do not restrict ur self to acurracy and measurements. Cos this could make u lose ur focus on the very crucial part and essence of the work which ranges from the story, fun, appeal, and so on. I know wat i'm saying cos i've experience it earlier.
The work is great, considering the creative process. It takes some one who is highly creative and patient to embark on such a technical creative process. Do not get me wrong, cos i've done more technical jobs than normal. But when trying to meet up wit this CGI standard in the world today, so many things may hav to be put into consideration.
Good job 5