[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/ic/ - Artwork/Critique


View post   

File: 498 KB, 1600x1215, 12756637522.jpg [View same] [iqdb] [saucenao] [google]
1942239 No.1942239 [Reply] [Original]

Assuming you know how to draw good, how do you learn to make good COMICS?
What books, tutorials, tips and tricks should I seek out?

>> No.1942241

scott mccloud, eisner

>> No.1942242

Will Eisner
Scott mcloud
Read manga and comics of course
That framed ink book
Read Alan Moores book on writing
That one book called Writing and Illustrating the Graphic Novel

Actually read anything on telling a story worth a damn, the art is only half the battle. check out Film Crit Hulk for some good stuff on that

You also now need to expose yourself to pretty much very bit of media you can find and anyze it for potential idea and techniques, dont forget to observe life too

>> No.1942306
File: 288 KB, 398x750, tumblr_m2c40rc8wO1qap1xko1_500.png [View same] [iqdb] [saucenao] [google]
1942306

>> No.1942311

>>1942306
>aim to get the ENTIRE character in the frame as much as possible

Wow, this is terrible advice.

>> No.1942329

>>1942311
The rest of them are pretty solid imo

>> No.1942333

>>1942239
>Assuming you know how to draw good, how do you learn to make good COMICS?
>What books, tutorials, tips and tricks should I seek out?

When I asked this question to a famous comic book artist in my country he suggested to not read any books at the beginning because they would kill your creativity process.

He said to start making really short stories and to work on them until they're good for your own taste.

Do this for a while, don't have the hurry to read the theory. Then much later you can read Understanding Comics, the Framed Ink book etc.. and you can look again at your completed works and check what was really awful and what was possible to improve.

>> No.1942334

>>1942333
oh god i wish someone gave me this advice before years of studying story structure.
and it's true, it becomes really hard to find your own voice if you are constantly reminding yourself of tons and tons of rules made by a lot of different people.
i don't have any trouble creating, but i have a lot of trouble trying to explore my own ideas/characters/stories. it's demotivating.

i think i'll just throw everything out of the window for a while. thanks for the tip.

>> No.1942338
File: 420 KB, 670x642, blackulas.png [View same] [iqdb] [saucenao] [google]
1942338

>>1942334
>>1942333
well bugger my brown dog, good thing you told me before I went off the deep end.

>> No.1942389

Just follows the basics of good visual storytelling.

Start a scene with an establishing shot, follow with a midshot and move in for coverage.

Don't break the 180 degree rule.

Always lead the eye to the next panel.

Don't get so fancy with your layouts that you get confusing. You can get a lot of flexibility out of grids, which make your storytelling feel logical in a subliminal way (contrast Dark Knight Returns and Watchmen to see how grids can be used).

Draw only what you need to tell the story. Don't feel obligated to put a background in every panel, don't feel obligated to draw every figure with the same amount of detail. Measure each element's importance in a panel and base the amount of detail on that. Closeups don't need backgrounds but they definitely need well drawn faces.

There aren't many rules, just a lot of tools. Scott McCloud's books have a lot of tools. But if you read a lot of comics the creative choices should come naturally.

>> No.1942390

>>1942242
>You also now need to expose yourself to pretty much very bit of media you can find and anyze it for potential idea and techniques, dont forget to observe life too
This. Look up the Hitchcock Rule and the 180 Rule. They come from film making but apply with comics too.

>> No.1942391

>>1942239
>good
>comics

>> No.1942403

>>1942391
my, what a very controversial opinion you have there. I'm sure you must be a great artist with great taste.

>> No.1942490
File: 81 KB, 599x900, calibre_cover.jpg [View same] [iqdb] [saucenao] [google]
1942490

If you already know how to art then read some books about comic theory

Graphic Storytelling and Visual Narrative and Comics and Sequential Art are good but not very indepth.

Understanding Comics and Making Comics are veru influential but are very partial towards McClouds weebness.

Drawing Words Writing Pictures haven't read it myself.

Framed Ink is good for pure practice and not much theory.

I'm reading pic related right now, is very good if you skip the more philosophical chapters.

>> No.1942506

>>1942333
I kinda agree actually, even though in listed all those books I still pretty mich forget all of that shit in action and just do what I need and want for my story.

>> No.1942520
File: 731 KB, 1600x1288, Daan Jippes1.jpg [View same] [iqdb] [saucenao] [google]
1942520

>>1942311
there is a vague shred of meaning in that. a lot of the times artists tend to draw endless closeups of the characters, because a lot of artists love drawing characters and are shit at drawing backgrounds. so they lose out on communicating story via body language, the characters' physical place in the world is hazy if we don't get a zoom-out once and a while, and the close-up is robbed of the emotional intimacy it should give you if it's the panel default.

>>1942239
watch movies. there is a rule of good filmmaking, that if you mute the movie it should still be at least 75% understandable solely through what you see on the screen. try for that. learn visual storytelling.

composition is also necessary. there's a thread about that on ic currently.

look into storyboarding advice. it's essentially comics, but without the grid.

see, drawing good is only half the battle. read this fire-breathing alex toth critique. the comic is well drawn, but it has crap visual storytelling, which makes it a crap comic. if people don't understand what you've drawn, or have to spare a second to figure out what you mean, they'll get sidetracked out of the story, which is the opposite of what you want.

http://www.conceptart.org/forums/showthread.php/77013-Theory-Discussion-quot-Alex-Toth-Critiques-Steve-Rude-quot-Professional-Critique

>> No.1942526
File: 78 KB, 610x796, DWnotes1space1.jpg [View same] [iqdb] [saucenao] [google]
1942526

>>1942520

>> No.1942528
File: 69 KB, 606x780, DWnotes2space2.jpg [View same] [iqdb] [saucenao] [google]
1942528

>>1942526

>> No.1942530
File: 76 KB, 605x779, DWnotes3comp.jpg [View same] [iqdb] [saucenao] [google]
1942530

>>1942528

>> No.1942531
File: 56 KB, 607x779, DWnotes4cuts1.jpg [View same] [iqdb] [saucenao] [google]
1942531

>>1942530

>> No.1942532
File: 60 KB, 608x780, DWnotes5cuts2.jpg [View same] [iqdb] [saucenao] [google]
1942532

>>1942531

>> No.1942536
File: 283 KB, 1600x1236, motivating camera_4.jpg [View same] [iqdb] [saucenao] [google]
1942536

>>1942532

>> No.1942581

>>1942490
>Drawing Words Writing Pictures haven't read it myself.
I pulled it from the local library and it's basically a textbook, but on comics.

>> No.1943288

speech bubbles are hard...
I never get them the right size

>> No.1943357

>>1942490
Why is Wikipedia-tan not allowed inside

>> No.1943379

>>1943357
cus he's a filthy casual

>> No.1944426

anything else?

>> No.1944509

>>1942239
Comic books are a form of storytelling. In addition to learning how to draw and aspects specific to comic books, study storytelling itself.

>> No.1945451

does /ic draw comics?