|
Section
4: Artistic
Process/Daily Routine
What hours do you keep? (vii)
I'm usually up at 9:00am and work until 1:00am. In between, I eat,
excrete, draw, feed the fish, do odd jobs around the house, and
exercise.
Can
you give us a quick rundown of your workspace (your equipment,
especially monitors), and how you deal with color management issues?
(x)
I'm using a Sony
19" LCD with XBrite @ 6500K, and for print files, I usually work
in Adobe 1998 and convert to CMYK. For printing with my Epson, I
convert to files to sRGB, which preserves the bright ends of the
spectrum.
What is the creative-process to
completing a cover for Fables or Batgirl? How much information is
given initially; how many DC executives do you have to attempt to
please; and what mediums do you choose or have to work in?
(i)
DC usually sends me a script, and from there I do
sketches that have to be approved before starting the finish. For
FABLES, there is a small committee comprised of my editor, the
writer/creator of the series, and the chief editor. BATGIRL was a
little strange to start off with, because they pay separate rates for
a penciller, inker, and colorist; and I just wanted to do a finished
illustration without breaking up the production chores. They offered
to get me a computer colorist for the cover, but I wanted to be in
control of the whole process. But as long as I hand in something that
looks decent, it doesn’t matter whether it’s in Photoshop or on a
wet napkin.
As
for my choice of mediums, it varies from oil painting to watercolor to
Photoshop. There are many ways to skin a napkin.
Could you take us through the steps involved in making a cover piece? (v)
I'll receive a script or abstract from my editor, and after absorbing
that information I'll start sketching on regular bond paper. After a
bunch of thumbnails I'll fold a piece of 8.5 x 11" bond paper in
half and start working on a refined sketch. After that's done, I'll
scan it and send it in for approval. Once it's approved, I'll blow-up
the sketch on my printer and transfer it onto Bristol board with a
light-box or printmaking paper with wax-free transfer paper. After the
final drawing is finished, I'll scan it into the computer and colour
it in Photoshop. And, "Viola!" it's done. Somewhere in
between those steps is a lot of paint, sweat, cursing, and serene
contemplation of colour.
Describe the process of one of your cover
paintings. How do you achieve that incredible aesthetic and what media
do you use? (ix)
The process keeps evolving . . . in the beginning,
every cover was done in a completely different way but it all starts
with sketching -- after doing a bunch of thumbnails, I usually end up
with a tight sketch that I send in for approval.
I find that loose thumbnails and layouts don't work for me --
sketching for me is about honing in on a single idea, like carving
down a block of marble. Afterwards,
i usually enlarge and transfer the sketch onto a larger sheet of paper
and start the finish, while constantly trying to preserve the energy
present in the original sketch. Lately,
I've been using charcoal and acrylic and finishing up the colors in
Photoshop. Photoshop is
great because it gives you so much choice . . . so it's about taste
and restraint as much as it is about pushing the image to the
extremes.
Walk
us through that cover process. (xi)
The whole process usually takes two to three weeks, but I'm usually
juggling a bunch of assignments at the same time.
I will get a call or e-mail about a cover, and the editor will attach
a script or short synopsis of the story. I'll start drawing a bunch of
thumbnails on a sheet of regular bond paper, and when I arrive on a
solid composition, I'll fold a letter-size sheet in half to start the
final sketch in pencil. Sometimes I'll comp up the cover with type and
color to clarify my ideas to the editor. I used to send in multiple
cover ideas, but I found that it's much better for me to hone in on
one strong cover concept, rather than spread myself thin with three or
four mediocre sketches. The sketch is the bones for the final piece,
and thus the underlying structure has to be strong. No matter how
prettily the flesh is draped, all the Photoshop filters, paint
textures, lens flares, halftone textures in existence will fail on a
weak frame.
It usually takes a day or two for the sketch to be approved, and I'll
start by transferring the sketch to the surface for the final: blow up
the sketch in Photoshop, print it out in sections, and transfer it on
either a lightbox or with blue transfer paper. At this point, I'm
almost a slave to the sketch, and I'm constantly frustrated by trying
to replicate the same energy and nuance in the finish. Of course, the
finish must work on its own, but this struggle usually ends well, and
I'll discover new ways of expressing the original idea in the final
drawing/painting. The art is scanned into Photoshop, usually in
sections, and I've become quite adept at stitching things together
after years of practice. The digital file will usually measure 7 by
10.5 inches at 500 or 600 dpi.
It takes me a couple of days to finish the piece, and I'll sit on it
for a few more days before taking another look with fresh eyes. After
a few final tweaks, I'll send a lo-res JPEG for approval, and upload
the file once everything is good to go.
When you're creating a
cover, are you conscious of how it will be shelved at comics shops?
(xi)
In a practical sense, I've been told to keep the logo visible and
recognizable. DC has vetoed a couple of attempts of mine to modify the
logo.
Do you find yourself
looking back at covers and thinking, “That was too much”?
(xi)
It's certainly a struggle during the process of making a cover –
many times I’ll audition certain elements in picture, only to
discard them in the end. That's the blessing and curse of Photoshop.
|