Fun Stuff > MAKE
Help me stop sucking!
Buttfranklin:
--- Quote ---I didn't realize how phallic that tower looked until after I'd inked it.
--- End quote ---
Sigmund Freud
Anyway, I could have been an excellent drawer except I got bored as hell with it. Technically I was pretty darn good, though.
Here's a tip for general practice: although you may want a hard-lines style for yr web comic, good practice comes from drawing without hard lines. Look around you. Do you see any object that has a distinct, thick black line separating it from other objects? Nope! So to differentiate objects in a true-to-reality drawing you have to really practice yr shading skills. It'll make you a good drawer in the long run.
Before you can draw cartoony stuff well, you have to be able to draw realistically.
JD:
--- Quote from: David_Dovey on 01 Nov 2010, 02:24 ---Don't be a furry
--- End quote ---
I dunno I've seen some pretty talented furries
Snuffletrout:
I guess it really depends on what you're going for. If you're going to start up a comic which is suppose to update rather frequently then I'd say go simple and don't try to overcompensate with the drawings in the beginning.
Get a feel for the characters facial expressions before you start thinking about background, coloring and shading. Practice lots with pen and paper.
And learn how to use illustrator instead of Photoshop. It'll be easier to color and to put together comics later. Some prefer it, including me. (Although I dont actually make comics..!) There's plenty of easy tutorials out there about it, here's one:
http://danidraws.com/2007/08/10/the-complete-digital-comic-part-2-inking-in-illustrator/
This one's pretty simple and neat:
http://vector.tutsplus.com/illustration/inking-and-coloring-the-comic-strip-the-brads/
GL!
The Seldom Killer:
You should draw comics as well as improve your drawing.
If you spend time just working on your drawing then you won't develop your storytelling skills. Storytelling is, in my oh so bloody humble opinion, more important than drawing skills.
Let us consider, as a completely random example, the work of the artist Jeph Jacques. If you look at a comic strip he has been publishing to the interwebs, you will see that at the beginning his drawing wasn't eye-stabbingly horrible but also not at the standard we enjoy today. However, the strip worked because the content and storytelling was good. It isn't just Mr. Jacques either. XKCD, Toothpaste for Dinner, Paranoid Dreams and many others all succeed because the quality of content and storytelling more than balance any shortfall in the quality of drawing.
You are a good artist in as much as what you draw (presumably) looks like the object that you want to draw and fairly pleasingly so. I've been to comic conventions and paid cold hard cash for publications with worse drawing than yours because I liked the content and storytelling and I wasn't the only one. If you have a good story then tell it now. You can always redraw it later, you may not get the chance to tell it later.
edwinalink:
I don't know how well this will work for a cartoonist. but many illustrators find it better to lay down gesture lines, and then go back and lay out the basic form of the whole page/panel first.
all very lightly.
then when they get that loose drawing where they want it, they come back in and put down the more exacting fine lines, then erase the rest.
its helped me. but I tend to draw a lot slower and more realistically then a web comic or even a traditional comic would accept.
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