Archive for the ‘Tutorials’ Category

Returning to Action

Yes, it’s been a good number of months since I’ve updated this blog with the recordings from each episode. I’ve done a ton of broadcasts since the last update (about seven months ago), but have not been recording them because Livestream limits the overall number of hours that you can record material.

The good news: Youtube is now allowing for full-length video uploads, so I can now use my old account there as the running archive! From this point on, this site will have new life breathed into it as the central hub of the Inking Room, linking to content hosted on both Livestream and Youtube.

To start things off, here is the first archived video I uploaded to the ‘Tube: my old 2-hour tutorial from Ustream on comic book design and theory.

Stay tuned for more regular updates once again, including an updated Livestream schedule for the week every Sunday evening, just like before!

November 1st: Tutorial on Comic Theory

Tonight’s episode was a blast. The two hours were filled with Photoshop doodles and examples, lectures, explanations of comic layout and concepts, and rants against the artists of Archie Comics. It was a lot of fun to do and I really think we covered a RIDICULOUS amount of ground with it, even if it took me 20 minutes to get Photoshop cooperating with me. Yes, Photoshop, I know the computer that’s running you is 8 years old. That’s still no excuse to be a punk.

Hit the jump to watch the video. I definitely think it’s an important one for anyone to watch who is interested in either starting comics of their own, or simply refining their approach to the medium.

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October 7th: Character Design and Comic Layout Tips

Tonight’s show was intended to complete the pencils for the next page of Peter & Company. Since I am using a new character in this page (who may or may not only be used for this one page alone), I spent the first half hour of the program dedicated to coming up with his character design. The second part of the program is dedicated to slowly producing the lettering for the comic while fielding viewer questions from the chat room regarding word balloon placement, lettering guides, and general rules of composition for a comic page.

The next scheduled show — this coming Saturday — will instead be completely dedicated to producing the entirety of the artwork for this page. I’ll have to produce both the pencils and inks in one sitting, since I don’t have the option to finish it on Sunday as it is my dad’s birthday and I will be spending the whole day at my parents’ home. I hadn’t remembered the party when I originally laid out the schedule, so I do apologize if this gets a little confusing. If you want to keep up with when the show starts on Saturday, just watch the Twitter and Facebook feeds; they will be updated at the very moment I turn on the camera. I’d like to say I’ll be starting it around 4 or 5 pm EST, but it’s really up in the air at this point. The best way to know for sure is to just watch those feeds for the announcement.

Anywho, hit the jump to view the video.

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October 5th: Foreshortening Tutorial

A viewer last week requested that I do a tutorial on drawing organic objects (like natural objects and human figures) within a 3D space. The tutorial I came up with assumed that the viewer has a basic understanding of perspective ahead of time. Basically it revolves around the concept of visualizing a non-geometric form as basic shapes, reducing it to a three-dimensional object that can be positioned the way you need it. Once you get accustomed to interpreting shapes this way, it’s only a short jump to rendering them in their true organic form.

The video of the feed broke just before the end when my internet decided to go out here at home. I quickly reset it and got back online, but the recorded video does have a sudden abrupt ending after Part 1. Both parts are shown, alongside a final scan of the demo picture I sketched up during the tutorial, after the break.

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July 20th, 2010: The Painting of Ademar, Pg. 1, Part 1

Tonight, we begin the painting of the Chronicles of Ademar. The opening page is first on the slab, with the base layers of ink wash being put down before anything else. In two hours, roughly 75% of the washes were finished. I also took the opportunity to turn the session into a tutorial on my methods/approach to painting with ink wash (specifically with the technique I’ll be using to paint Ademar).

Hit the jump to see the video, for those who missed seeing it live. I won’t be scanning this page in until it is complete, so this will be the only way to see the progress at this point:

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June 21st: Turnaround Tutorial Time

Tonight’s show was focused around a specific request from a viewer. They wanted more information on how to make a character turnaround — specifically with the tools and techniques used — and since I had sped through the production of Buckley’s turnaround without any real explanation as to the process, I dedicated the entire show tonight to creating a new turnaround with Lily as the subject.

The original sketch for this one was extremely rough and kinda lopsided, so I’m just going to include the rough sketches for the turnaround itself as the visual example for today. Also, for those who missed the show, here are some of the tips I covered for making one of your own character:

– Use a large enough paper to cover the pose you want to draw in the angles you’ll include. I use 14×17 Bristol vellum.
– Be sure to use at least the four main angles: Side, 3/4, Front, and Back. You can include other angles as well if you want to be more thorough, but those should be key.
– Draw two starting lines for reference: one for the top of the head, the other for the feet. Again, plan ahead so you don’t use up too much of the paper based on the pose you’ll be drawing. Admittedly sometimes my turnarounds end up overlapping between angles, and this should generally be avoided — after all, the entire point of a turnaround is to get a clear view of the character from all sides.
– Draw the first pose in any position. Use the shoulders as the reference point for the definition of the angle (i.e. 3/4 view, draw the shoulders at 3/4 and base the rest of the figure on that).
Loosely sketch in the frame/figure for the other poses, lining the main points (hips, shoulders, head, etc.) up visually with the rough position of the first finished pose’s sketch.
– Using a T-square, draw light lines across the page (or small hatch marks on each of the other poses) to line up with the key landmarks on the first sketch. These landmarks include any reference point that will help you keep the views consistent: bottom of the chin, hairlines, hands, feet, knees, prop points (tip of a sword, barrel of a gun, etc.), clothing; basically anything that is important and can be used as a horizontal reference point between each pose.
– Keep in mind that these are rotations, so each part of the figure should look different from the rest. Example: if two different poses have identical-looking feet (i.e. the toes are facing head-on at the viewer in both angles), then the rotation effect is lost. Make sure to keep in mind the physical rotation of the character as if they are frozen in place. This can be very tricky (and frustrating), so it may help to use a model for this at first until you get into the practice of visualizing it.

In the two hours for the session, we managed to get through half of the turnaround for Lily. At first I was worried the pose may have been too active/dramatic for a good turnaround, but I’m actually pretty happy with it. Most turnarounds will use more of a static pose since it’s more for reference than to show off the character, so don’t think that yours have to look this energetic.

The rest of the poses will be completed on a later show. I’ll likely dedicate a show sometime next week to finishing all the turnarounds I’ve started so far, since they’re starting to pile up over here.