Showing posts with label 2000AD. Show all posts
Showing posts with label 2000AD. Show all posts

Thursday, June 06, 2013

Stickleback: Number of the Beast at 2000AD Covers Uncovered

2000AD Prog 1835, the cover for the final episode of Stickleback: Number of the Beast.
Stickleback copyright Rebellion Developments Ltd/2000AD.
Stickleback Number of the Beast created by Ian Edginton and Me.

So, we come to the final curtain for this series of Stickleback - after such a long time away, I'm glad to see him back and set up for more adventures. Stickleback remains close to my heart - aside from the joy of working with me old mucker Ian Edginton, Stickleback is the first character I've helped create where we've got to go back and tell the continuing adventures. He represents a change of gear in my career.

To celebrate this landmark, I've got together with Pete Wells at 2000AD Covers Uncovered to put together a mammoth 3-part video post on the creation of this week's cover from first roughs to last TIFF file. It's packed with hints, tips and as much process porn as a body could want! Part one is up now!

Left: the original version of the cover with a white background.

Friday, March 29, 2013

Stickleback: Number of the Beast Part Two References


Pages 1 & 2

 
Pages 1 & 2 - Camera Obscura


Based on a real pre-photographic projection device, in which an image of the outside world is projected into a darkened room through a tiny pinhole (“camera obscura” is Italian for “dark room,” and is where the English word “camera” comes from.) Later versions employed a rotating turret containing a lens and mirrors which projected a circular image down onto a flat viewing table, as with our design, which is loosely based on the camera obscura on the Royal Mile in Edinburgh, round the corner from the flat where I was living while drawing the first series of Stickleback in 2006. 

The 3D projection aspect owes more to Star Wars than any real technology, though. It’s interesting that even retro-futuristic technology has to have this extra level to it now; I suspect ten years ago we might have limited the capabilities of such a devise precisely to show that we were in the past. I think of this as “super-duperness inflation.” 

Page 2


Page 2 Panels 1&2 - The Lost World

The original home of the Sorrys obviously draws inspiration from the dinosaur-filled plateau of Maple White Land from Sir Arthur Conan Doyle’s 1925 Professor Challenger novel The Lost World. Our Professor Challenger is based loosely on actor, explorer and national institution Brian Blessed, whose real life exploits were inspired by the character, and who played a parody of him, Sir Basil Champion, in BBC Radio 4 Extra’s The Scarifyers.

Project Gutenburg free ebook download: The Lost World.



 
Page 2 Panel 6 - Factory Farming

While obviously playing on modern anxieties about the factory farming of animals (chickens in particular), the batch breeding of a sentient but compliant workforce also has echoes of Aldous Huxley’s 1931 social parody, Brave New World.

Read Brave New World online.





Page 4


Page 4 Panel 1 - Oriental Tropes

This panel was an absolute bitch to draw; there are as many references dumped in here as the next two episodes put together. Also, due to my limited talent at producing likenesses, there’d be no reason to recognize most of them without this handy-dandy guide. From left to right:

Li H’sen Chang and Mister Sin from the 1977 Tom Baker-era Dr. Who story The Talons of Weng Chiang (itself a play upon Sax Rohmer’s Fu Manchu stories). 

The Three Storms versus a Victorian-ified version of Kurt Russell’s Jack Burton from John Landis’ Big Trouble in Little China (1986).

(Background) O-Ren Ishii and her bodyguards, the Crazy 88’s (their costumes a reference to Bruce Lee’s costume in the television series The Green Hornet), from Quentin Tarantino’s 2003 gore-fest Kill Bill.

(Midground) John Carradine twice, once as Kwai Chang Kaine from the 1972 television series Kung Fu, and once as Bill from Kill Bill.

(Foreground) Lone Wolf and Cub, from the Manga of the same name (Japanese: Kozure Ōkami) by Kazuo Koike. A total of seven live action Lone Wolf and Cub films were made in Japan during the 1970's, two of which were cut together to make the English-dubbed Shogun Assassin (1980).



Page 4 Panel 2 - Sonny Chiba

The multi-skilled Japanese actor here reprising his role from Kill Bill, this time making Sushi from a baby Cthulhu (therefore referring obliquily to Stickleback: England’s Glory.)






 
Page 4 Panel 4 onwards - Miss Scarlet’s Make-Over

Miss Scarlet has always been woefully under-used (the penalty of a large ensemble cast is finding them all something to do) but with this new series Ian was determined to bring her to the fore and give her more to do. Her new, orientalised look gave us the chance to give her a more modern, “flapper”-style vibe, suggesting someone looking towards the 1920’s and 30’s rather than back to the Victorian Era. For myself, I kept in mind Shanghai Lil from Hugo Pratt’s wonderful Corto Maltese in Siberia when drawing her.



Page 5

Page 5 Panel 2 - The Court of the White Lotus Empress

Introduced in the last episode of Stickleback: England’s Glory, the Empress is a female analogue for Sax Rohmer’s Fu Manchu. A detailed breakdown of the characters in the Lotus Empress’s court can be found here.

Wednesday, March 20, 2013

Stickleback Number of the Beast: 2000AD Prog 1824 Cover



The new Stickleback steps out of his tank on the cover of 2000AD Prog 1824.
Stickleback Number of the Beast copyright Rebellion Developments Ltd/2000AD.
Stickleback created by Ian Edginton and Me
2000AD Prog 1824 see the start of our new Stickleback story, Number of the Beast, and sports a cover featuring the new Pope of Crime himself! Pete Wells at 2000AD Covers Uncovered has kindly hosted a step-by-step demo of the making of said cover, including a short video segment showing exactly how I produce  those texture effects. Check out the demo here. 

Tuesday, November 27, 2012

Wraparound cover for 2000AD Prog 1811 - I had a real blast doing this
Lowlife Saudade copyright Rebellion Developments Ltd/2000AD.
Lowlife created by Rob Williams and Henry Flint 
I've been getting a lot of positive feedback about the big wraparound cover for this week's Prog (1811). If you'd like to know a bit more, Pete Wells has kindly hosted a full step-by-step demo showing how the cover was done on his excellent 2000AD Covers Uncovered blog.

Monday, October 22, 2012

Lowlife: Saudade Part 2: 21st Century Foss


So, last time I talked about the delights of drawing stuff I remembered from the 2000AD’s of my childhood (in particular, Luna-1). But that was nothing… because this episode I got to draw…

Kleggs copyright Rebellion Developments Ltd/2000AD.
Kleggs created by John Wagner and Brian Bolland(?)

KLEGGS!

Kleggs love to sing and dance
These crocodile-headed mercinaries first appeared during the long-running Judge Dredd saga The Day The Law Died (aka Judge Caligula). They combine the utterly menacing (reptilian giants with huge jaws full of razor sharp teeth) with the faintly ridiculous (thick as bricks, tiny little legs, like to sing) and as a result, were fondly remembered by 2000AD readers and have made a number of appearances in the Prog and the Megazine since. 
Though the art chores for The Day the Law Died were shared among four regular artists, Brian Bolland seemed to do the bulk of the epsiodes involving the Kleggs, so keeping up with his incredibly precise drawing style was going to be a big challenge. I made sure to do lots of boning up on the facial structure of crocodiles, especially that odd zig-zag jawline they have, which makes them look so very nasty.

Dirty Frank meets his first Klegg in Lowlife: Saudade
Lowlife Saudade copyright Rebellion Developments Ltd/2000AD.
Lowlife created by Rob Williams and Henry Flint 

In the end I was quite pleased with how my Kleggs turned out, though I did fluff some of the behind-the-head shots a bit.

-----

Designing the giant transporter ship on page one gave me the chance to pay tribute to one of the great names of SF illustration - Chris Foss. Famed for his “big yellow spaceship” school of design, Foss burst onto the scene in the early 1970’s, and was in the vanguard of a new wave of artists who SF design away from the sleek, polished metal designs of the 30’s towards the gritty, industrial look that became so fashionable following Star Wars in 1977. Besides dominating the UK paperback market for more than a decade, Foss also produced the early concept designs for the classic Eagle Transporter in Gerry Anderson’s seminal 2001-influenced TV gloom-fest Space:1999, and was a contributing concept designer on Ridley Scott’s SF-horror game-changer Alien (1979).

Left: the transporter chip from page one

Left: the Io shuttle from the movie Outland
Right: An Eagle transporter from the TV series Space: 1999

  My transporter ship design borrows elements from the Eagle Transporter and the Io shuttle from the movie Outland; both models constructed by British modelling whizz Martin Bower (who also oversaw the building of the starship Nostromo for Alien).

Martin Bower with the large model of the starship Nostromo from Alien.

For the landing scene, I borrowed the agressive backlighting employed by Ridley Scott for the Nostromo’s planetfall in Alien

Top: The landing of the starship Nostromo in the movie Alien.
Bottom left: The transporter ship touches down on the moon on page four of Lowlife: Saudade part two.
Bottom right: the 3D model I made to establish perspective and shadows for the ship and landing pad.
I built a simple model of the ship in 3D so I could get the shadows right. The rendering for the final image, with its careful use of spatter and tone effects, was inspired by memories of Gary Leach’s outstanding work in the early 80’s on The VC’s for 2000AD and Warpsmiths for Warrior

A rare view of the first, yellow-painted incarnation of the Nostromo from Alien.
Finally, while I was researching this post, I came upon some pictures of something I’d only heard rumours of previously; that during the early stages of the production of Alien, the model of the Nostromo had been painted up in a bulldozer-yellow Chris Foss-style paint scheme before being resprayed a dull battleship grey for the final film. This post on www.propstore.com tells the full story, including what happened to the huge model after shooting had been completed.

Saturday, October 20, 2012

Lowlife: Saudade Cover at 2000AD Covers Uncovered

Cover for 2000AD Prog 1805
Lowlife Saudade copyright Rebellion Developments Ltd/2000AD.
Lowlife created by Rob Williams and Henry Flint.

If you're into process-y, step-by-step demo-y goodness, there's more to be had at 2000AD Covers Uncovered, who have kindly agreed to host a detailed demo of the process behind the cover to last week's Prog - go get it!

And a big "get well soon" to Pete Wells at 2000AD Covers Uncovered, who's been suffering from the 'flu all this week.

Friday, October 19, 2012

Lowlife: Saudade Part One

Cover for 2000AD Prog 180. Click to embiggen.
A full step-by-step breakdown of the making of this cover is available on 2000AD Covers Uncovered
Lowlife copyright Rebellion Developments Ltd/2000AD.
Lowlife created by Rob Williams and Henry Flint.


So, back in the saddle for another Lowlife!

(If anyone’s wondering what happened to the new Stickleback series I tweeted about a couple of weeks ago, have no fear, I’m working on it now; 2000AD often commissions material months in advance, so Lowlife:Saudade represents work I did between February and June this year).

One of the delights of working for a comic you read yourself as a child is that sometimes you get to draw stuff you remember fondly; thus I was happy to find myself working on a story set in the Dredd universe’s moon colony, Luna-1. Although I wasn’t a regular Squaxx until Prog 86 (when Starlord merged with 2000AD), I picked up the odd issue here and there (often on day trips) and there seems to have been a little cluster during Dredd’s tour of duty as Marshall of Luna-1 - the Face-Change Gang, the Lunar Olympics and The Oxygen Board, all stories drawn by Brian Bolland. (Quick digression - the first Judge Dredd story I ever drew, Master Moves, revisited several of the themes of the Lunar Olympics.)
One thing I wanted to do was really establish the cityscape of Lunar-1; previous renditions of the city tended to show the domes from the outside, but avoid any sense of enclosure once you were inside - not that I'm being sniffy about the efforts on my predecessors; the geometry of the inside of a dome is horribly tricky to plot by hand, and the only way I did it was by modelling the domes in a 3D program. Not only was that technology unavailable to Messrs. Bolland, McMahon and Gibson back in the 1970’s, but they only had about half as long as I do to draw a single episode. Nevertheless, there was a gap in the visual landscape of the Dredd universe that I felt could be usefully filled.

I built the domes in Carrara 3D* using transparent spheres embedded into squat, wide cylinders on an infinite plain; I added various small blocks around the edges of the cylinders to simulate smaller support structures. The shape was loosely inspired by the design on the moonbase in 2001: A Space Odyssey. I’d made the domes themselves transparent by adding a glass shader to them, but I needed a bit of structure as well, to help me add details like support struts (I generally build as little as possible in 3D, preferring to add a checkerboard pattern to objects which allows me to accurately place hand-drawn details such as windows, struts and panels on the surfaces of complex objects.) To get transparent domes with a checkerboard pattern on them, I copied the domes, pasted the copies back in exactly the same positions (in 3D modelling, two objects can exist in the same space), replaced the glass shader on the copies with checkerboard, then reduced the opacity of the checked domes down to about 10% - giving the effect of a checked frosting on the “glass” dome (there’s probably a more sophisticated way of doing this by editing the shader directly, but I was in a hurry and this worked).

*I don’t especially recommend Carrara, it just happens to be the descendant of a 3D program I was given back in the late 90’s, and I’ve stuck with it out of familiarity and the fact that upgrades are cheap. If you’re starting from scratch, Google Sketchup is probably a better bet; the basic version is free, it’s easy to learn and ideal for the sort of simple modelling needed by comic artists.


Four stages of work on page three (click on image to embiggen)
Top left: imported 3D render. Top Right: perspective grids and rough pencils
Bottom Left: finished pencils. Bottom Right: inks over pencils and 3D render.
Once the models were built it was just a question of placing a camera inside one of the domes to give the effect of looking down from a tall building near the crown of the dome. I’d already drawn a rough of the page to help me work out what angle and field of view I wanted. Once I’d got the view right in Carrara I did a screen grab and imported it into Manga Studio; there I could use the 3-Point Perspective Ruler to build a perspective grid that mapped onto the perspective of the scene. With the grid in place, I could sketch in the bubbly organic Dredd-world towers by eye. Obligingly, the checker pattern I’d applied to the 3D shapes mapped onto the circular cross-section of the base cylinders as a sort of dart-board target pattern, so I had the rings of concentric roads inside the domes ready laid-out for me!


Brian Bolland's splash for Judge Dredd: The Oxygen Board, 2000AD Prog 57.
Judge Dredd copyright Rebellion Developments Ltd/2000AD.
Judge Dredd created by John Wagner and Carlos Ezquerra.
One last detail I made sure to add was the oxygen tankers docking with the crown of the domes - this comes from the Dredd story The Oxygen Board way back in Prog 57. I love finding these little connections back to the past history of the Dredd universe.

Lowlife: Saudade part one page three, with its eleven panel layout.
This is still only the same amount of work as six panels with two figures in each.
Lowlife Saudade copyright Rebellion Developments Ltd/2000AD. 
Lowlife created by Rob Williams and Henry Flint. 

I’ve been a little surprised at how much attention page 2’s received due to its 11-panel layout. I guess I’m bucking the trend these days but I absolutely LOVE this dense style of storytelling - on the rare occasions I’ve written for myself, I tend to do very high panel counts, going up to 20 panels a page in the A4 pages of Timulo (Deadline magazine, 1989-90) and averaging 12-16 panels in the US-comic-sized Consequences (Autocratik Press, 1999, both stories now available in the collection Timularo from Lulu.com). It’s ironic, but dense pages always feel spacious to me, from the storytelling perspective; you can show the minutiae of action and reaction, take a character through a thought process; explore the environment that surrounds him. A lot of artists shy away from high panel counts because it looks like lots of work, but generally, because you can’t show as much per panel, you don’t end up doing that much extra drawing. Well, I don’t anyway.
 It’s a pity we don’t get to do more of this in 2000AD - unfortunately it’s a more contemplative style that’s probably at odds with 2000AD’s status as an adventure comic. I don’t know if it’s still the case, but a few years ago there was a 2000AD style guide that suggested no more than seven panels to the page maximum in order to keep the stories moving. But then again, Si Spurrier and I got away with a four-tier, eight-panel grid on The Vort.

Tuesday, September 20, 2011

Lowlife: The Deal Part Three: After Hokusai

Cover to 2000AD Prog 1752, based on a print by Hokusai
© 2011 Rebellion Developments/2000AD
Dirty Frank Created by Rob Williams and Henry Flint 

I didn't have that much so say about this week's episode of Lowlife: The Deal, but, luckily, Prog 1752 is the one that gets my Hokusai-derived Dirty Frank cover, which has been getting a lot of nice feedback, so I'll blat on about that instead.

Tharg-in-Residience Matt Smith sent me a very loose brief - a shot of Dirty Frank "done in a Japanese, Hokusai-style." Luckily, as a fan of the graphic works of Japanese print-master Katsushika Hokusai, I already had plenty of reference for his work to hand, so I set about searching for compositions with figures who were bowing, bending or otherwise inclining - ones that could easily be adapted to make a slump-postured Dirty Frank.
"Musahshi Goro Sadayo Dies in Battle at the Age of Fifteen" (right)
was the source for the figure of Dirty Frank.
From the
Illustrated Book of Heroes of China and Japan in the Style of Katsushika.
To give you an idea of what I was looking for, here's the source material for the final cover, from the Illustrated Book of Heroes of China and Japan in the Style of Katsushika. I realized that the dying Samurai on the right-hand page could be easily turned into Dirty Frank striding along holding a staff.

I came up with three main possibilities, which I worked up as roughs on a 2000AD cover grid:

Three cover roughs - in the end, I only submitted the centre one.

The first is Dirty Frank and a stylized Aimee Nixon (the symbol of Frank's quest in Japan). The second is Frank on his travels, striding towards Hondo-Cit . The third is a Warrior Frank looking out over the city.


After thinking on it a while, I decided the second image was so much stronger than the others that I'd just submit that one, keeping the others in reserve. Luckily Tharg-in-Residence Matt Smith liked it, so away we went.

I wanted the backgrounds to have the correct flavour, so I borrowed the countryside portion of the background from this print, Aoigaoka Waterfall at Edo from A Tour of Japanese Waterfalls. I flipped the image left-for right to fit the composition, omitting the figures to focus attention on Dirty Frank.

There being no Hokusai prints of Hondo-Cit skyscrapers, I just made that bit up, using a sort of rough orthographic projection to match the not-quite-but-nearly perspective that Hokusai employed in his drawings.



A close-up of the lines in Dirty Frank's
coat, showing the lines created by
Manga Studio's brush tool.
The Samurai I was using for reference was wearing armour, and I wanted a "Hokusai-i-fied" version of Frank's normal outfit, so I copied the folds in the cloth from other Hokusai prints. I also noticed that Hokusai was using a brush for his cloth folds - the lines are more irregular that the ones on, say faces and hands, which I'm guessing are drawn with a bamboo pen - luckily I was drawing this in Manga Studio, a Japanese program which has analogues for the sort of Sumi-E brushes you'd need to get this effect. I can't say I controlled the lines all that well (see left), but it helped to give verisimilitude* to the drawing.
*I've always wanted to say that, "give verisimilitude."

The final stage was to export the drawing to Photoshop for colouring. Since I was imitating the effect of woodblock printing, I used flat colour with no modelling or shading, just a couple of gradients (an effect Hokusai produced by mixing inks on the printing blocks). I opened the file in Corel Painter and "mussed up" the gradients a little using a blender brush to stop them looking too mechanical.
Hokusai printed his work in lovely bright colours, which have subtly faded over time. To get the character of the colouring right, I sampled most of the key colours from scans of Hokusai's prints, filling in with a few colours of my own as needed. The final stage was to add a subtle texture over the whole image - appropriately enough, one I made myself from a photo of the weathered paint on the back door of our local Chinese grocers. This gave the impression of paper texture and helped to break up the too-perfect flat Photoshop colouring a little.

So, after all that effort, do you have anything more than a big cold swipe? Well, I made sure to sign the cover "After Hokusai," the standard artist's way of crediting the person who's work is being quoted (thanks to the guys at 2000AD for including this in the cover credit). For those who already know Hokusai's work, it'll hopefully be an amusing pastiche, a fun way of summing up the themes of this series of Lowlife. For those who haven't heard of Hokusai before, hopefully it'll be a way of spreading the word; and if you'd like to know more, his Wikipedia page and this Google search aren't a bad place to start.






Saturday, September 03, 2011

Lowlife: The Deal Part One - So What’s The Deal with Dirty Frank?

Dirty Frank in Uniform in part one of Lowlife: The Deal
Dirty Frank/Judge uniforms © 2011 Rebellion/2000AD
Judge uniforms created by Carlos Sanchez Ezquerra
Dirty Frank Created by Rob Williams and Henry Flint 
I’ll never be rich and here’s why; the big money in comics lies in drawing handsome muscular guys and cute muscular girls in Lycra, and that just nain’t my strong point, not nohow. Sure, I’ve drawn characters like Judge Dredd and Batman, but with questionable success; where I’m really at home is at the less glamorous and more outlandish end of the character spectrum. Think Lazarus Churchyard (depressed stinking plastic junkie), think Lament from Leviathan (sagging middle-aged bloke with drink problem), think Stickleback (venomous 70-year-old with atypical spine placement choices).

Think Dirty Frank.

Dirty Frank looking
surprisingly restrained
(From Lowlife: Hostile Takeover)
I was lucky to be offered the chance to draw Frank at a pivotal point in his career. In his previous solo appearances (drawn by the estimable Simon Coleby) he’d mostly been a bit of comic relief, a way of doing Lowlife as a palate-cleanser from the seediness and corruption of the Aimee Nixon stories. But my first series, Lowlife: Creation, delved into Frank’s back story, turning him from a lovable but rather stinky cartoon character into a more rounded personality, a man whose flights of madness sprang from a deep past trauma. As the tone darkened further in Lowlife: Hostile Takeover, I found myself working harder and harder to capture the different sides of a character who was a babbling street-bum one minute and a steely-hearted Mega-City Judge the next.

One effect of drawing this back story was that it subtly changed the way I drew the present-day Dirty Frank. My concept sketches for Frank were based very closely on Simon Coleby’s version, and my first episode reflects this; but as I thought more about the young, handsome Judge Frank we see in the flashbacks, the more I toned down the caricature elements; my Frank ends up quite good-looking under all that hair and grot.

Dirty Frank looking
unsurprisingly unrestrained
(From
Lowlife: Hostile Takeover)
With each new series I undertake, I try to find some area of my work to change, improve, or approach differently. This is partly for my own sanity (I’ve been drawing comics more-or-less six days a week for the past ten years, so I need some way of ringing the changes every now and again) but also as a bulwark against staleness, which creeps in unnoticed if you sink too deeply into comfortable habits. In the case of Lowlife: Creation, I made some radical changes to the way I constructed my figures at the preliminary drawing stage. This was part of a process that had started with me bringing the characters more to the fore in the first series of Stickleback.

By happy coincidence, this change to my basic drawing made it much easier for me to give the characters’ body language a greater range and subtlety. Put simply: their “acting” improved. When Rob Williams came back to me to do Lowlife: Hostile Takeover, I assumed it was for my big-scale portrayals of the city; I was happily shocked when he said what he most valued was the degree of expression I could get into the characters. From then on, I really started concentrating on character “performance” (years ago, when I was a tiny wannabee artist-thing, Gary Leach once told me that a comic artist is the director, cameraman and entire cast of a movie all rolled into one; I’ve thought of drawing character expression as “acting” ever since). I think Hostile Takeover contains some of my best “acting” to date.

This new series provides new challenges. We start with Frank back in uniform - cleaned up, hair trimmed, stooped straightened to the best of his ability; wild behaviour reined in, so no extreme expressions. Finding a way to hold on to the essential “Frank-ness” with most of his props gone made this one a fascinating episode to draw. I don’t suppose it’s too much of a spoiler to say we’ll soon be dirtying Frank up again - though the new Frank won’t quite look the same as the old one…

Frank's Long Walk parade is supervised by Judge Lola, from the
 Judge Dredd time traveller stories I did with Ian Edginton.

Lowlife/Judge uniforms/Judge Lola © 2011 Rebellion/2000AD
Judge uniforms created by Carlos Sanchez Ezquerra
Lowlife created by Rob Williams and Henry Flint
Judge Lola created by Ian Edginton & Me 

Friday, November 26, 2010

Cover to 2000AD  Prog 1713 - for a Dredd story written by Brendan McCarthy
Judge Dredd © 2010 Rebellion Development/
2000AD
Judge Dredd created by John Wagner & Carlos Ezquerra
Colour scheme for this image based on one devised by Brendan McCarthy
There'll be some scarred retinas amongst the Squaxx this week - this is my cover for Prog 1713, based on Brendan McCarthy's amazing psychedelic Dredd story that's running at the moment. Brendan's a bit of a hero of mine, so doing something that would live up to his work was a real challenge. Matching his positively electric colour palette took quite a bit of time and thought. I haven't seen the finished article in print yet, and I'm still a bit nervous about whether it'll turn out alright.

If you're interested in seeing how this cover was put together, there's a full step-by-step demo on Pete Wells' excellent 2000AD Covers Uncovered.

Saturday, October 02, 2010

Lowlife: Hostile Takeover Part 6: A Rod for my Own Back

Judge Sniper design for Judge Dredd: Master Moves
(Megazine 216, April 2004, design produced November 2003)
Judge Dredd © 2010 Rebellion Developments/ 2000AD
Judge Dredd created by John Wagner and Carlos Ezquerra
One thing I always admired about certain Dredd artists was the consistency of their world-building; Ron Smith, for example, was pretty good at working out fixed designs for things like H-Wagons and then sticking to them. 

So when I saw a sniper team mentioned in the script for Lowlife: Creation part 6, I thought it would be great excuse to dig out the Judge-Sniper design I came up with for my first ever Dredd story (Judge Dredd: Master Moves, Megazine 217, April 2004). Unfortunately for me, I did that design in a fever of enthusiasm at getting to work on Dredd, as an answer to something that had always bothered me as a reader of 2000AD: if Judge Dredd's uniform is covered in eagles, and his bike has a dirty great eagle on it, why then do all the ancilliary Judges (teks, med-teks, forensic guys etc) always have plainer uniforms without eagles on them?
Judge Sniper from page 9 of Judge Dredd: Master Moves
(Megazine 216, April 2004)
Judge Dredd © 2010 Rebellion Developments/ 2000AD
Judge Dredd created by John Wagner and Carlos Ezquerra

Blindingly Obvious Answer: drawing the eagles is a pain in the arse. Any sane artist will never draw more eagles than he has to.

And that's fine except... when it came to it, I really did want to do something special for my first Dredd, so I ended up with a design the had eagles on both shoulders (I also did a Sector House Chief with double eagles in the same episode). And given that I only had to draw the sniper a couple of times, that was fine.
So six years later, I dig the old design out, and somehow I can't make myself let go of the whole double-eagle thing, even though this time round I've got crowds of the buggers to draw. I must be mad.

Massed Judge Snipers from Lowlife: Hostile Takeover part 6 
Lowlife © 2010 Rebellion Developments/ 2000AD
Lowlife created by Rob Williams and Henry Flint

Tuesday, August 31, 2010

Lowlife: Hostile Takeover Part One

Jon Davis-Hunt's trulys scrotnig* cover for 2000AD Prog 1700
© 2010 Rebellion Developments/2000AD 



2000AD Prog 1700 is upon us, and with it the first episode of Lowlife: Hostile Takeover. This one's a real roller coaster ride - there's gang war in the Lowlife as the Yakuza make a move on the Big Man, but can Dirty Frank stop them when he can’t even trust his own Wally Squad colleagues anymore? Part one finishes with a real bang and the story doesn't let up from there. I'm drawing episode nine of ten right now, and I can't wait to see how it ends.

Heavy Metal Kids from the Judge Dredd: Robot Wars storyline,  Progs 10-17
Art by Mike McMahon
© 2010 Rebellion Developments/2000AD




For Lowlife: Creation, I had fun re-creating a classic Carlos Ezquerra H-Wagon. This time round, I delved a bit further back into Mega-City history for the design of Trev the Robot. Keen-eyed long-time Squaxx** may spot that Trev is a slightly-modified Heavy Metal Kid, the demolition robot that formed the backbone of Call-Me-Kenneth's army in the Judge Dredd: Robot Wars storyline (Progs 10-17). He was meant to be old, second-hand and tough enough to break into bank vaults, so the fit was perfect. 

Cross-Dressing Trev the robot, from Lowlife: Hostile Takeover part one.
© 2010 Rebellion Developments/2000AD

*For non-2000AD readers: "scrotnig" is a compliment.
**For non-2000AD readers: "Squaxx" is not an insult.

Friday, August 27, 2010

Manga Studio Template for 2000AD Pages

Unexciting but useful: my 2000AD page template with panel grids for 2x2, 3x3, 4x4, 5x5, 6x6 
UPDATE: I've now repaired the download link that was lost when Apple discontinued its iDisk service. I've added single and double page templates for Manga Studio 4, and a new template for Manga Studio 5, which is not compatible with Manga Studio 4 format and earlier.

Following an exchange with Ian Culbard on Twitter, I've had a couple of requests for my 2000AD template with page grid in Manga Studio format.





Installing in Manga Studio 4: 

Clicking the above link should auto-download the file; it's stored on the server as a zip archive, but may download as an ordinary folder depending on your OS and what utilities you have installed. Inside the folder, double-click the file "2000AD Page Grid.cpg" to open it in Manga Studio, make any changes you want, then use File: Save As Template... to turn it into a template file.

Manga Studio's New Page Dialog Box (Mac OS Tiger)
1) Page Templates tab  2) User folder  3) Page template file
To access your template, go to File: New: Page… (or click Cmd/CTRL+N) and when the New Page dialog box opens, click the Page Templates tab and then click on the folder marked "User." Your template should be in there.

Installing in Manga Studio 5:

Clicking the above link should auto-download the file; it's stored on the server as a zip archive, but may download as an ordinary folder depending on your OS and what utilities you have installed.
Manga Studio 5 doesn't have a special template format or settings; just open the file (double click it or use File: Open) and use File: Save As… to save a copy under a new name. You're ready to go.



I like lots and lots of layers (including lots of different layers of outlines and spot blacks), so you may want to simplify the layer structure to suit your own way of working.




Wednesday, February 04, 2009

Be Sure Your Sins Will Find You Out


Some of my rather weak colouring from Pussyfoot Five.
Pussyfoot Five © 2009 Rebellion Developments/2000AD
Pussyfoot Five created by John Smith, Steve Yeowell and Nigel Raynor



One of the drawbacks of being a commercial artist is that your mistakes are as public as your triumphs. I found myself reflecting on this fact when I saw that this month's Megazine is accompanied by a reprint volume of Pussyfoot Five.

Written by John Smith and drawn by Nigel Raynor, Pussyfoot Five was conceived as a spin-off from urbane vampire series Devlin Waugh; it contains John Smith's trademark mix of sex, religion and weird alien biology.

It's also the series where my career as a 2000AD colourist jumped the shark.

It was in January 2000, and I'd been working as a full-time colourist for 2000AD for just over a year. I was hanging on by my fingernails, using a patchy self-taught set of Photoshop skills and a rickety old Power Computing Macintosh clone (anyone remember those?) which creaked like a ship in a high wind whenever I used more than three layers to colour a page. Despite that, I was doing very well commercially; editor David Bishop fed me all the work I could handle, to the point where quite a few progs were coloured half-and half by me and Chris Blythe. I'd lucked into the job by getting a computer at exactly the time 2000AD were switching to computer colouring; back in 1998 there weren't many colourists in the UK with the combination of skills and equipment, so I was in.


From Judge Dredd: Return of the Assassin, drawn by Cam Kennedy.
Judge Dredd © 2009 Rebellion Developments/2000AD
Judge Dredd created by John Wagner and Carlos Ezquerra


The problem with colouring other people's work, is that I find it pretty strenuous. It’s a very different proposition from colouring my own stuff, where I have a picture of the colouring in mind from the beginning. With other people's work, there's always the slight feeling of scribbling all over someone else's drawing; half the time you have no contact with the artist, and even on the occasions when you can get in touch and get some sort of direction from them, there's still a sense of treading on eggshells about the whole process.
On top of that, getting to grips with the new technology on tight deadlines had meant a nightmarishly steep learning curve in the first few months. There's a huge difference between being able to do something, and being able to do it reliably, to order. Working out the simplest, most efficient ways of working takes a lot of trial and error. I mean, for the first six months, I didn't even have a graphics tablet! Madness!



From
Devlin Waugh: Chasing Herod, drawn by Steve Yeowell.

Devlin Waugh © 2009 Rebellion Developments/2000AD
Devlin Waugh created by John Smith and Sean Phillips

By early 1999, I was pretty much on top of the basic technique, but another complication arose; I entered into a long-distance relationship. Those of you who've tried it will know it's taxing enough in itself, but the nature of the job made life much harder.
As a colourist, you're pretty much at the end of the working chain, so you're making up for any delays caused by the writer or artist. This makes planning time off a nightmare. In the old days, I used to take work with me (I once coloured the cover for a Titan Books Batman collection on my Gran's dining-room table), but now I was tied to the computer and therefore home, as laptops were way beyond my price range at this point. Luckily, after a difficult first few months, I was put onto the epic 25-part Devlin Waugh: Chasing Herod. Artist Steve Yeowell had been working on the project for several months before I came on board, so I was presented with a stack of artwork and a schedule for delivery. By pushing my working schedule, I could get a couple of episodes ahead, enough to make the occasional week off to go and visit my belovèd! Bliss!

Hand on heart, I think I can say I didn't cut corners on that project, but I was content to rest on my laurels and just make sure the work was in on time. I stopped growing, stopped looking for new ways to do things - and the came Pussyfoot Five.

It was natural enough to give me Pussyfoot Five, as I'd been the colourist of Devlin Waugh, but this new strip was a very different proposition. Devlin Waugh artist Steve Yeowell has a classic, balanced style that looks great in black & white but is lovely and "open" for colour; his use of line weight and spot blacks mean the drawings are very clear; you can more or less put flat colour underneath them and they'll look grand.
Nigel Raynor's work on Pussyfoot Five was complex and all drawn in a uniform line. It required careful colouring to pull the characters out from the backgrounds and the lend them weight and solidity. I suspect Chris Blythe, with his background in painting, could have done an excellent job of this (his colouring on series 2 is immeasurably superior to mine); I was suddenly finding that the flat colours and soft gradients which worked under the likes of Cam Kennedy and Charlie Adlard weren't going to cut the mustard here.

I re-coloured this panel twice and it's still a pretty terrible job
Pussyfoot Five © 2009 Rebellion Developments/2000AD
Pussyfoot Five created by John Smith, Steve Yeowell and Nigel Raynor

On top of that, I'd misunderstood the whole tone of the series; faced with the title "Pussyfoot Five" and the ironic tone of John Smith's dialogue, I'd delivered a colouring job inspired by Austin Powers, only to discover editor David Bishop had been thinking The Matrix. I substantially re-worked the episode (the only time I've ever had to go back and re-colour), but there wasn't time to start again from scratch, which is what the job really needed. I lost heart: the resulting effort still looks to me like something from a child's colouring book, and it was a relief when it was over.


From
Judge Dredd: Rest Stop, drawn by Chris Weston.

Judge Dredd © 2009 Rebellion Developments/2000AD
Judge Dredd created by John Wagner and Carlos Ezquerra

And that was the beginning of the end for me as a colourist at 2000AD. I hung on for a few months, turning in a couple of things I'm still quite happy with (The Judge Dredd story Rest Stop with Chris Weston and A future shock called Crash Crack with Siku), but the writing was on the wall. When Andy Diggle took over as editor of 2000AD, he took me to one side and told me I'd no longer be getting colouring work from the comic.

Of course, the fact that he asked me to write and draw three Future Shocks for him considerbaly softened the pill.

By the end of that year I was a published writer and artist in 2000AD, an ambition I'd held since I was eleven. I'd completed new material for a reprint volume of Lazarus Churchyard with Warren Ellis, and I was just starting on an exciting new web comic thing called... Scarlet Traces.

And looking back now, it's all down to that pivotal moment on Pussyfoot Five. You see, I'm not really an adventurous type; I tend to burrow down and seek security rather than get out there and make things happen. So, if I'd done a great job on Pussyfoot Five, and 2000AD had kept offering me colouring, would I have had the nerve to chuck it over to go and do Scarlet Traces for an unknown (and, as it turned out, short-lived) web company?

Probably not.

In some parallel universe, there's a me sitting here today, photoshopping muzzle flashes onto yet another episode of Sinister Dexter and looking at Steve Pugh's latest work on Stickleback with bitter envy in his heart. And there's the lesson; in the end, the price you pay for actually getting out there and doing stuff is the odd Pussyfoot Five, rattling skeleton-like in the closet.

Bit tough on Nigel Raynor, though.