Showing posts with label drawing. Show all posts
Showing posts with label drawing. Show all posts

Sunday, November 22, 2015

Sequential Art: Composition and Perspective

Every panel is a little picture (or, in the case of a splash page, a not-so-little-picture). Every panel, however, does not need to be a complete picture.

Within the framework of a page, a comic, background and atmosphere are established, characters and their positions are shown, dialog happens. But it doesn't have to be in every panel; there's carry-over.

Detail is also an element of pacing. A more detailed panel invites the eye to stay longer. A panel without background detail suggests that you should move through it quickly. So both action shots and big dialog sections can actually benefit from reducing the detail and the extraneous information.

Each panel also needs to be harmonious on the page. The composition, the direction of thrust, the eye leading, the weight of shading; none of these can be chosen entirely by the needs of that specific piece of art, but need be modulated by the needs of the page around them.

That said, all the compositional elements and tricks are available.

Rule of Thirds: the focal point is rarely center. But this is a little more complex in sequential art, when there is activity taking place in the space between panels. The space of air in an individual panel is also a potential focus. To go back to the fist-swinging hero, the true focus of the panel is where his fist is going to be when that blow connects; the air between him and his target.

As a general rule, any panel should only have one prime focus. It can have multiple foci, but the others are subordinate. This gives a better balance in most cases.

Depth Planes: every panel is a window into space. It helps to shape that space by having elements that are foreground, mid-ground, and background. Obviously there may be more levels than that in a practical sense, but thinking in terms of three major, contrasting, planes makes for a clearer design. And when working within the constraints of inked borders and color fills, this division opens up possibilities such as making one of the planes a neutral silhouette.

Related to this, many of the masters recommend using three distinct values, and placing them so the largest contrast occurs between two of them; a dark foreground, a light mid-ground, a middle background, for instance.

Shot: every panel is a shot, and part of your overall shot scheme (including pushing in for emphasis, respecting the Line of Action, etc). Camera distance from subject and camera angle to subject nuances the emotional reaction to the subject, the more so when contrasted with the shots used in surrounding panels.

Perspective: although real perspective is complex, each panel should have a single overarching perspective scheme that frames the contents. A room is presented with specific, strong lines that help to define the deep space of the panel for the reader, even if there are elements in the room (chairs, say), that are angled to that scheme and required their own perspective plotting.

Perspective works hand in hand with the camera shot and the thrust of the panel; a long look down a foreboding corridor that leads the eye, points towards the goal, frames the focus, and is presented in strong 1-point-perspective, as one for-instance.

And it is worth repeating that many panels can be thought of as a "talking head" or an "insert" shot, where almost none of the above is used, or used minimally. But check out Wally Wood's "22 Panels that Work" for a masterful demonstration of multiple ways to break up the "talking head" shots and give interest to the conversation.



I have, or have read, over a dozen books on perspective, plus various tutorials. Above everything else I have ever seen, I recommend -- I strongly recommend -- "Vanishing Point" by Jason Cheeseman-Meyer.

It explains perspective. It explains it for a working artist (who doesn't have time to geometrically solve every loose card strewn on a poker table), and it gives things you simply don't see anywhere else. Curvilinear perspective, for instance. But even more than any of the above, it has stuff on how to figure out where to put the vanishing points. How to place them so you don't get that disturbing distortion. Tools that are simple, easy to understand and apply.




My preferred procedure is to rough out the page in thumbnail. I really should be making full thumbnails of each panel, or a cleaner rough, but right now I'm trying to draw faster, not neater. The next step is roughing in the panel plan, with lightly penciled contents, on the full sized sheet of paper.

Once I've seen the contents of a panel will fit and work, the lightly penciled freehand of the panel will form a guideline as to the perspective tools.

These fall into several rough classes. Some panels are essentially without perspective; either flat, or in planes. This doesn't mean the contents don't have individual perspective, but a talking head can be drafted as a head without having to construct horizon lines for the scene around it.

I always put a horizon line in, even if it is just a reminder of eye height in the scene.

Certain panels lend themselves to single-point perspective. I find this can be cleaner and make for a sharper focus. Even a complex city-scape may be nothing more than single-point.

Panels with boxes in them usually fall into 2-point. Here we get into traditional perspective; draw the horizon line at observer's eye height, plot two arbitrary points on it. I find -- again referring to Rule of Thirds -- it seems to work best to have one point in frame, and the other out of the frame. This latter point is usually realized by taping a ruler or other extension to the drawing board.

This is why for most perspective methods it works best to set up the vanishing points, and run reference lines to them (free-hand for a looser or organic scene, gridded equidistant for more technical/architectural scenes), and then put away those tools and proceed to draw the rest of the panel free-hand on those references.

Drama really comes with 3PP. In plotting these, the first advice I can give comes from Stan "The Man" himself; draw the first two points as you normally would, then drop the third "at some arbitrary distance" above or below the horizon line. A word here; bricks and buildings and so forth look decent only when they fall within the triangle (or between the two vanishing points of 2-point). Take a corner too close to a VP and it starts to look weird.

This is because, of course, artistic perspective is a cheat. It is an unreal tool that plots three-dimensional reality on to two-dimensional paper in a way that agrees with how our brains typically process the three-dimensional reality around us as captured through point sources (aka our pupils). The real world may have straight edges but we don't actually see them that way as projected through our eye, any more than they photograph that way (no matter which particular scheme the camera lens maker has used to try to distort the projection to better suit our preconceived perceptions).

And, yes, there are people who plot out parquet floors in exquisite detail. If you want to draw like M.C. Escher, then go right ahead. I want to draw a comic book before I turn grey. So I draw rough guidelines and fake the rest.

Yes, I will rule major lines back to the vanishing points when it seems required. But for the most part, the most elaborate I get is to construct a grid. Here's simple geometry; make tick-marks an equal distance apart and draw lines from them to the vanishing point. Draw a diagonal line through them. Now lines drawn perpendicular to the edge you measured will be equidistant in perspective -- as long as you make sure to draw them where the diagonal intersects the first lines.

Ah, but how deep is the shape? For that, unfortunately, one needs to plot a couple additional points. These are basically the lens width; putting these closer together flattens the image like a telephoto, putting them further apart makes the depth stretch Vertigo-style. (That's in one-point -- two-point is slightly different).



As I said above, in my own particular art style many panels don't need elaborate perspective. I can fake up a figure with nothing but a horizon line, and maybe some arbitrary scribbles on the figure itself to remind myself where the vanishing points are.

The last thing I want to mention is how helpful it was to load up a second mechanical pencil with red leads. This lets me put down perspective guidelines that won't confuse me later during development or inking. Even if it is just one horizon line...or a dot helpfully labeled "V.P."

Wednesday, November 18, 2015

Sequential Art: Story and Panels

Over the next few posts I'm going to walk through some of the steps of drawing a comic book page. Why? There are already good books out there and I'm a lousy artist anyhow. The reason is entirely selfish; explaining it out helps me sort things out in my own mind.

That also means these posts are not going to cover everything. They aren't even going to try to be complete. They are going to be more like a list of notes, of things I've found useful to get around the specific weaknesses of my own skills and the particular goals I currently have.




So, before I say anything else, those books I mentioned:

Making Comics by Scott McCloud. Filled with stuff, fun to read, inspiring. This is the desert island book for comic book art; if you only get one, get this. Both practical and very deep.

How to Draw Comics the Marvel Way by Stan Lee and John Buscema. It is thin, brushes over important details, but is not just a fast and entertaining read but is also the most concise and to-the-point review of the entire process you will see anywhere.

And you are pretty much good here. You can get a few of the ever-growing How to Draw Manga series if you like -- even when you aren't interested in the specific subject listed on the cover, they tend to be fairly interchangeable boxes of interesting and potentially useful tidbits and, of course, general inspiration. But once you have Scott McCloud, your next purchases should really be anatomy and perspective and rendering books. Which I'll go into in later posts.

But if you really must keep collecting general texts...

Graphic Storytelling and Visual Narrative by Will Eisner. This book goes deep (deeper I suspect than Scott, but also more difficult to follow). It is also more narrowly focused on specific aspects of translating story to sequential art. There is almost nothing here on how to art, or even how to story; it is all about how to handle that specific narrative form. It is also, honestly, mostly a showcase for Will's work -- but unlike the lamentable Cris Hart books, at least the art is worth it.

The Idiot's Guide to Creating a Graphic Novel by Nat Gertler and Steve Lieber. Gets a nod here mostly because no other book even touches on how to cut a page into panels. This book is wordy; thin on graphics, and often too abstract, but it does provide an overview (and a more detailed one than the Stan Lee perennial.)

That will do for now. For the specifics of today's post, however, I am also going to mention one other book:

The Five C's of Cinamatography by Joseph Mascelli. The reason this book gets recommended will become clear shortly...I hope.



Not actually going to talk about story here. Story is story, whatever the medium. Sequential Art has specific needs that have to be solved in developing story. There are specifics also in genre expectations, and restrictions imposed by the format. The pacing, length, kinds of beats, the strengths of the medium are also specific.

Be that as it may.

I develop in Scrivener now. I find it is useful to establish a Scrivener text page for each comic page, and try to write out the dialog before hand. I use Scrivener to document my plans for page and panel layout and similar, but the actual planning of the graphical end of things is on a sketchpad.

Scrivener is also useful, of course, for keeping research notes, reference images (you can import, scale, and crop), and text samples both for spacing and as a reference for special effects fonts (which I have been hand-drawing).




Once the story exists, the next problem is how to tell it graphically. Pages take time to read, panels take time to read; roughly, the perceived narrative pacing is changed by increasing or decreasing the number of pages used, and the size of panels used. A series of small panels reads quickly and tends to feel like a lot is happening. A large panel feels more contemplative -- given a static scene it can read as a great deal of time passing, but given a moment of action can also read as a slow-motion shot for dramatic emphasis.

Before you get too crazy on figuring how decompressed you want to be, however, figure out how much space your dialog is going to take up. A lot of talk means a lot of pages, period. There's only so small you can make the lettering. And panels that are 70% filled with text "read" a lot differently than panels which are mostly art. The former can't help be perceived as "talky" and somewhat static, like a "Thin Man" movie.

I'm using computer lettering, and it is only a little measuring to figure out how big it will be on the original un-reduced artwork. I know for instance that a single-line balloon needs to be 3/4" of an inch high in the pencil art. For the length, however, I'm just typing up the dialog on the computer in the same font and roughly eyeballing it for proportion. I think I used to measure; it isn't much labor to simply set the text to display at exactly "print" size and hold a ruler up to the monitor.

For a while there I was leaving a space for the balloon and constructing it to size in PhotoShop after typing out the dialog there. But doing the balloons in ink makes them more organic and fit closer with the drawing. And is faster, overall. I'm all about faster. (Which is the primary reason I no longer hand-letter).



For me, at the current time, the strongest tool for figuring out what is going to fall on what page is understanding the rhythm. The pace, the division of meter (aka how often do panels fall), and the beats. I'm drawing a four-panel strip currently as well as a monitor-proportions web comic for instance, and for each I'm working to hit a "beat" at the end of the each page.

The four-panel format basically ends on a joke or a "take." It is a well-established form. For a master, look no further than Howard Taylor of Schlock Mercenary; long multi-arc stories, yet every single weekday strip hits that comic beat before closing.

With the larger page, I'm able to use the page break in other ways; as a convenient "chapter" divider, as a cliff-hanger, as a punchline. And that gives me a lot of options to consider while planning the pages. Right now I've got a party of adventurers approaching a dragon's cave. Is it best to finish a page with a hero shot of the cave, or will it work better to hold that reveal across the break by having the adventurer's say "Here we are..." and then have the cave itself shown after a page turn? (And, actually, due to other story beats I'm having to consider, I'm taking a third option).




And, yeah, there's a lot more to say, but I'm going to move on to something I both find personally difficult, and something that is annoyingly almost never discussed in any of the "How to Draw..." books. And that is panels.

How to panelize a page. Even the four-panel "newspaper" strip has choices. And, yeah, you can (and many have) go through an entire book on the same equal divisions, but it gives you potentially useful artistic choices to break up the panel size. And more. Odd-shaped panels, open space between panels, overlapping panels, panel breaks, full bleeds, even material that exists outside of the panel.

(The latter I think of as a Shoujo Manga technique. They particularly like doing a full-length figure outside the panel arrangement, the better to show off details of an outfit. Of course many manga fill inter-panel space and gutters with flowers, snowflakes, whatever.)

Panel size and shape and arrangement can nuance the pacing and flow. There are also certain arrangements that tap into the shared language; a series of small overlapping panels, for instance, can be easily interpreted as snapshots of a single contiguous action.

But parallel to the needs to shape panels to speed or slow the eye and break or jump appropriately to emphasize moments or to create pauses, there is the need of panels to, well, hold their contents.

Which brings us to blocking. Because before you can finish cutting out the panels you really need to figure out the way the story is being told visually. Close-up shots versus establishing shots, for instance. High angles versus dutch angles. Two-shots versus talking heads.

And, yeah, I've found one of the things that it really helps to keep track of when blocking your cast and planning your shots is the Line of Action. This is the subject of the 180-degree rule; if Sally is on the left of the frame and Richard on the right, you confuse the viewer by having them switch places. This doesn't mean you can't go over-the-shoulder for Sally and for Richard, though; you just have to visualize that imaginary line running between them and keep the camera on the same side of it.

This is where cinematography sources are so helpful. For a masterful dissection of a, well, masterful sequence making creative use of the Line of Action and Match Cuts and other tools, look no further than the analysis at Temple of the Seven Golden Camels (a storyboard artist's blog) of the truck chase sequence from Raiders of the Lost Ark.

And, yeah, I shouldn't have to say it, but if you are doing multiple panels of the same scene or even in the same setting, then draw a map. Work out where the people are. Heck; Gerhard (the background artist for Dave Sim's Cerebus) spent so much time in the same city he made a scale model of it to keep his backgrounds consistent.

A couple other helpful notes. Scott McCloud talks about the space between the panels. Often, things are understood to be happening between panels. You rarely see a punch land in a superhero comic book, for instance; the usual shot is right after the punch, with the hittee reacting to it.

A panel is a thin slice of time. You can't have multiple actions that each require a beat; you can't have in a single panel someone entering a room, seeing someone they didn't expect, then backing out again. However...you can cheat a little. Since we read left to right and top to bottom, you can in some cases have more than one thing happening in order through the panel in that reading direction. (Remember, however, that the reader's eye will also grab towards the large or contrasty or otherwise focal points, and may chose to perceive those as happening first in the narrow slice of time concerned).

Oh, yeah. And as tempting as it may be to use odd-sized panels in whatever arrangement fits the material best, you can't force the reader to follow them in order. You can only make it so the instinctive direction the eye goes is indeed the panel you want read next.

There's a lot more to consider about what should be in the panel, from focus to eye leading to rule of thirds...but this bleeds into material I intend to cover in following posts. Suffice to say that the process of breaking up a story into the actual pages, the process you will undertake using rough page layouts and thumbnail sketches, is one that straddles and borrows from story telling and the actual "art" art; light and shadow and perspective and so on.

And, yeah. My big weaknesses here are still thinking in form, thinking in deep space, and thinking in color (or even in lighting and shade) when I am planning panels.



Sunday, November 15, 2015

It Never Fails

I'm interested in just too many things. I seem to work at a skill until I get relatively facile at it, use it for a relatively short while, then move on to something different.

Partly I can blame future shock. Software, in particular, moves so quickly, by the time you learn how to use something and work around the flaws and have finally set up everything so you can actually do productive work with it...the software changes. I can't name how many times I re-organized patch libraries on my many generations of synthesizers, but I'd guess it is comparable to the number of songs I actually wrote over the same interval!

As usual, Randall said it better: https://xkcd.com/1579/

So every now and then, I gather up all the tools and supplies and parts, and as much of the mental baggage as I can manage, for one specific field and put it away in the back of a closet. "I just don't see having time to do electronics again," I said -- just before the Arduino and the AVR made it possible for me to start doing things I'd only dreamed were possible.

This week, a random question by a friend in another forum got me thinking about drawing again. Drawing, which I said last post I was going to put away in the back of the closet and try not to begrudge the hours I spent trying to learn it.

And, yes; I dusted off my drafting machine, found my pencil leads, and indeed have been drawing this week. Or at least trying to. I struggled to get beyond scribbles for the whole week and most of the weekend, and only really on Sunday afternoon did it break and I started to pencil.



I draw lousy. Basically, I'm a plodder. I can construct a drawing using all the technical tools, but I can't capture a gesture or do a caricature or otherwise do a sketch. Not one that has any life to it. I pretty much fell into pen-and-ink through a love of fantasy book interior illustrations and similar, and developed this in the direction of comic book art of a particular era; the kind of clean lines and vigor and simplicity of Herge and John Byrne and Alex Raymond and so forth.

I was never terribly attracted by the broken-felt-tip look of many underground comics (and currently, many web comics), and as I said I totally lack the kind of brain that can do true cartooning in the Schultz or Mort Walker mode.

But this kind of careful anatomy and drapery and detailed machinery and above all strong emphasis on line is horrible for my particular faults. I get lost in the line, I draw and erase and draw and erase chasing the line, and I lose all track of the actual form that line is supposed to be describing.

So for quite a while every drawing I've made has been one more plodding step with my shoulder behind it, trying to work with forms and shadows and what Hogarth (an otherwise useless teacher) calls "Deep Space."

Not helped by the fact that I have a not-so-sneaking love for the constructionist methods, and that these are necessary tools for the experts I'm trying to emulate...and these are of course the tools I wanted to talk about to my friend.

Constructing perspective, gridding it out even, working up figures with action lines and proportion tricks (like the stack-of-heads method), plotting shadow directions even. These are the sorts of problems that caused me before I put down the drawing tools the previous time to load up mechanical pencils with red and blue leads; the red for panel borders and perspective guidelines, the blue for anatomical studies underlying the final detailed figure.

I'm also working with two grades of pencil lead; one hard (in an attempt to sketch out the shapes and rough in everything without turning the paper all dark and smudgy) and a softer one to cut in the final details.



So I'm getting a little better at holding back on lines and drafting mostly shapes, to solve the actual linework when I come back and ink. And, yes; this is part of the problem of having focused in the direction of comic book art. I think in practically Marvel Method terms; story, pencil, ink, dialog, color. Although at least I've learned to plan in the dialog balloons during the pencil stage!

This is "fun" stuff because there is just so much to watch. Like writing fiction, it is like juggling cats. There's just so much in the air you really have no hope of catching it all. Or not getting scratched. Although the more you work at it, the more you are tracking various issues without having to consciously remind yourself to do so.

In writing, I'm almost where I instinctively pace out dialog and description and page count, work my way towards beats and the build to intermediate climaxes, and hold in my head multiple lines I'm trying to thread at the same time.

In drawing, I'm hoping to eventually be able to internalize where I think in deep space, am conscious of light and where the color blocks are going to fall in the final composition, keep within the perspective, keep figures in scale, watch both the action line and the Line of Action, avoid tangents, etc.

At the moment, it is hardly internalized. So I'm missing stuff all the time. The best I can do is just try to keep drawing. To keep pushing myself not to get bogged down in detail but to move on and do better the next time.