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25th Apr 2014, 7:26 AM #1
Kupocake

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I guess you can say...

I DRANK YOUR MILKSHAKE.
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25th Apr 2014, 6:40 AM #2
Kupocake

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Red robots... in SPACE?!
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Result in thread: College support thread!
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19th Apr 2014, 4:53 AM #3
Kupocake

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TechnicolorHeartbeat:There's definitely some great info within this thread. That being said I'm certainly not looking forward to the group projects, I can't take it when people don't pull their own weight. And I have no problem calling them out on it lol


There's actually power in having bad group members too. Because everybody will know that so-and-so is a bad team member and nobody will want to work with them. They'd be ruining their own future, essentially. Yes you'd have to work with them for a project and that could be a shitty experience, but ultimately every team project is a trial run and evaluation test.

However, if the person turns around and ends up being a great person to work with within a couple of years, then DO tell others that they've changed. This has happened to a number of my classmates: horrible to work with in freshmen year, fantastic people by senior year and everybody heartily recommends them around.
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13th Apr 2014, 5:39 AM #4
Kupocake

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Oh fuck yes, a thread where I can tell the world how much I love Manga Studio. Actually, every page of Cans of Beans so far was created in Manga Studio to some extent, the first three chapters were mostly done in a mix of Manga Studio 4 EX and Adobe Photoshop, and the current chapter is COMPLETELY Manga Studio 5.

To all people who are doubting it, just download the free trial and play with that pen tool. If that doesn't convince you, nothing will. It's probably the best mix of Adobe Photoshop's interface & customization, Painter's brush engine, and Paint Tool Sai's fluidity.

My Tip on Creating Custom Brushes:

If you're making a new brush tip shape (instead of a generic circle or whatever presets come with the program), put the shape on a separate transparent layer and then Right Click Layer > Convert Layer > GRAYSCALE. This is super duper important, because if you don't do that, your custom brushes will be incapable of rendering color (weird, I know). Then go to Edit > Register Image as Material. Make sure that the "Use as Brush Tip" box is checked.

Oh and Visioneer, try putting it on Dropbox?
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Result in thread: College support thread!
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12th Apr 2014, 8:19 PM #5
Kupocake

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Some advice to all you specifically jumping into the animation/art side of things:

1. Befriend your teachers. They are incredible resources of knowledge and connections. I'm still friends with a number of them, close pals with one, and they're the best mentors I can ask for.

2. There will always be someone better than you in class (and in life for that matter). No matter how jealous you are of them, be polite, civil, and make an effort to befriend them. It's always better to have friends than enemies, and that super talented kid could end up being your ticket to a job in the future.

3. Animation is a team-heavy industry. Start learning how to enjoy working in groups.

4. Additionally, don't be a jackass. Nobody likes working with a jackass. If you're in a group project, be a good group member. Word of mouth spreads quickly, and you WANT positive recommendations.

5. The workload is going to be intense. And it will keep being intense even with future jobs.

6. Concept artists, character designers and visual development artists are rockstar jobs. Very few kids out of college get into these careers because everybody wants to be them. Make a Plan B.

7. Speaking of Plan B, learn as many skills as possible! Before I went to art college, I HATED background painting. And then I forced myself to learn background painting through classes and that ended up being my first animation-industry job after graduation. You'll never know what you're good at until you give it a shot.

8. Also, learn as many art programs as possible. A lot of studios value a person's knowledge of certain programs. Even if you're a 2D traditional pencil-and-paper animator and despise 3D with all your guts, learn Autodesk Maya, Flash, ToonBoom, etc. The more you know, the more valuable you are to studios.

9. Don't feel bad if you don't get a major studio internship during college. Very few do. However, what nobody talks about are the smaller/independent studio internships. Get a list from your buddy teachers!

10. Have a side project. When you go through 4-8 classes where you don't call the shots on what you can do, it's important to have a side project to keep you from going crazy. And if you do a great enough job on your side project, that can lead to other crazier things. May I suggest a webcomic? ;)
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9th Apr 2014, 12:43 AM #6
Kupocake

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TheOneBlueGecko:

My point is, other than a couple of incidents where people were using offensive terminology and were told not to I really don't get where all this eggshell stuff is because there is a lot of things that could be banned or removed if the mods wanted to censor things more, but they don't because of the idea that people should be able to share things that they want and things that interest them.

Seriously, I feel with all of these complaints that there are just these vague feelings of oppression more than any actual issues. And that a problem or two, where one could argue that mods were maybe too strict, becomes this imaginary scenario that just builds up in your heads and grows into something it never was.


When you're* on the side of the fence where you're seeking fairness and political correctness amongst the userbase, always using correct terminology and wishing for the welfare of others, of course you're going to be confused why others feel like they're walking on eggshells.

That's not to say that the other side of the fence is full of debauchery and people wishing ill on others, but more like people who just want to have fun on a public comic-themed forum, and not everybody has the same filter on what's right and not right. People like to say whatever's on their mind. But when someone gets publicly punished for lacking a strong-enough filter, other people who have similar filters get paranoid and/or end up hating the punisher for how they dealt with them, not the reasons behind the punishment, which voids any logic/good intentions.

*general you/you're. Not necessarily aimed at Gecko.
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8th Apr 2014, 7:01 PM #7
Kupocake

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the rouge humingbird:The only problem I had with the style is that I started drawing it with out teaching my self the basics of anatomy or anything like that, so it was very hard to shake off. You need to know the rules of anatomy so that you can brake them properly.


I can agree with that, buuut when you're young and new to art, you're just drawing whatever you think looks cool. Artists begin seeking ways to improve when they begin developing a sense of taste and an awareness about their art's quality. And for me personally, it didn't hit me until the last couple of years of high school that my anatomy, draftsmanship, sense of color, etc. were crap and I needed to figure out how to improve.

The desire to improve is what will drive people to learn art foundations. But I think it's better to start young artists off with what interests them so that they can begin their journey with a passion for their drawings.
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8th Apr 2014, 6:41 PM #8
Kupocake

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Hahahha oh god. This is a drawing I did in 2005.

Image: http://i.imgur.com/ZJAAPDSl.png


To people who enjoy drawing anime, keep enjoying it! If you like the art style and you're happy with it, don't let anybody shame you on it. Everybody's gotta start somewhere, and anime was a lot of people's gateway into art.

(But for me is a horrible source of laughable shame)
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8th Apr 2014, 6:24 PM #9
Kupocake

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I feel a little bit paranoid about posting in this thread to be honest because of that 'walking on eggshells' feeling that I get when I jump into the forums here. But I do feel that moderation problems do need to be addressed.

The problem, it seems, is that the mods and the users are on pretty different pages as far as social/politically correct issues. If I may jump to conclusions, I think it's fair to say that the moderators here feel strongly about social justice, and I do believe they have good intentions. On the same token, it's also unfair for the moderators to assume that the users in this forum feel as strongly about these issues as they do.

This assumption is what causes tension between certain users and moderators: nobody sees eye-to-eye, and of course, moderators have more power than the average user. Someone gets publicly lectured and then banned, and then more tension happens.

I also agree that the moderator voice/user voice blends together too often when it comes to actual moderating. I made this complaint before, but it's never been quite addressed. I'm not sure if coloring a moderating post red is the best solution, but hey who knows, it might work.
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Result in thread: Unrelated Art (Post yours!)
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2nd Apr 2014, 6:27 AM #10
Kupocake

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Image: http://24.media.tumblr.com/876ddfddb0290d662de23e9c079f44ff/tumblr_n3e4g6fPCh1srdn9xo1_1280.png

Some drawings/studies of one of my personal characters. He's just radically different from how I normally draw, so he's always a bit of a challenge for me. Coincidentally, he's also my "art block" character, I draw him whenever I'm stuck in an art rut and usually drawing this guy helps me get out of it.
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Result in thread: April Fool comic?
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1st Apr 2014, 5:45 PM #11
Kupocake

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1st Apr 2014, 5:50 AM #12
Kupocake

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snarkington:
RubberGardener:nice review, snark, long as it may be. as it is with most cases- as long as it is something interesting to read, the longer the better. your critiques really are a bit of a crash course in comics that anyone can get at least some use out of. good to have one that is mostly dedicated to writing of the story

Thanks friend, that means a lot.

By the way, everyone!

Image

This week there's a bonus review up, because I found a real gem of a webcomic that I don't think many people know about, and I had to spread the good word.


FUCK
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29th Mar 2014, 7:53 AM #13
Kupocake

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Beavis & Butthead is the greatest accomplishment in televised animation history.
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Result in thread: Just letting a comic go...
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29th Mar 2014, 7:20 AM #14
Kupocake

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I don't think it's wrong to let go of a comic. Life happens, and sometimes you need to nurture your own life before you can nurture something as daunting as a whole comic series, especially one you're releasing for free on the internet. Make sure your base is solid before you can start building a house-type of deal.

But, as a storyteller, you are the only person who can tell this story exactly how you envision it to be. Nobody else, no matter how skilled or experienced, can get into your head and pull that story out intact. Your story's existence relies on you to make it. This line of thinking is what motivates me to do my own comics, anyway.
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22nd Mar 2014, 11:19 PM #15
Kupocake

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OH OH some highlights from my life:

- "Animator? So you work at Disneyland?"
- "But you're so smart! Why do you want to make cartoons?"
- "Aren't you a little too old to still be drawing comics?"

People who make gross generalizations like that are generally the kind of people I'd rather not be hanging out with. And for the most part, I've cut most of the people who say crap like that out of my life. Never been happier.
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10th Mar 2014, 6:35 PM #16
Kupocake

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As of right now from the time of this post, the downtime occurred 2 hours ago and ended 1 hour ago, all according to Project Wonderful.
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10th Mar 2014, 6:03 PM #17
Kupocake

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The suggestions here are good and they do work. However in my opinion, not getting comments has a lot to do with your current website layout. The "Post A Comment" link is both too small and too well-integrated with the lower half of your website (both the one on top of the comments and the one below it). A reader should not spend more than one second to find where they can post a comment, because the longer they look for it, the less likely they'll post at all.

My suggestion: either make a sexy graphic button that says "POST A COMMENT" or just make the current "Post a Comment" bigger/bolder by fiddling with the HTML/CSS. You can also integrate the comments submit form into your website itself by iFrame HTML magic or by using a third-party comment extension like Disqus for the easiest access. The easier you make it on your readers, the easier it is to get the feedback/pageviews/glory you want.
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10th Mar 2014, 5:36 PM #18
Kupocake

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ComicFury was down between 9:30 to 10:30 am PST according to Project Wonderful. Just reportin' in.
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6th Mar 2014, 10:49 PM #19
Kupocake

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Hi I'm jumping in here mostly to critique the artwork since lots of people are already focusing on the narrative and overall plot. I'm also gonna focus mostly on the art in the second chapter since it's a better showcase of your current artistic abilities. Also be warned, I'm ridiculously nitpicky.

Draftsmanship & Anatomy - On the surface, the art style of Tales of Middar is appealing and with some nice character designs. However, beneath that surface lies some draftsmanship/anatomy problems. A lot of times, the drawings look "mushy" or without any real solid form. Here's a quick drawing/diagram of what I mean.

Image: http://i.imgur.com/dYBY146.png


One of the easiest ways to alleviate this problem is to draw the character without any clothes or frills on first, like a basic dummy. Once you figure out that part, you can easily throw on some clothes and it'll look a lot more solid.

The second thing to do which I highly recommend is to act out the pose yourself and take a photo of yourself acting it out. You'll be able to see the most "natural" pose, which you can draw out from there. That's what I did with my quick sketch there, I pretended I was holding some cylindrical object and I was trying to mess with it. What I found was that I instinctively tilt my head so that I'm facing the object so I have a better look at it, and that I brought my left arm in closer to my body rather than sticking my elbow out. Especially while I'm running.

Inks - I'm no ink expert. But, if I can remember half of what everybody who taught me inking from books or otherwise have told me, good inking adheres to certain rules. These rules change depending on the art style, therefore there is no 100% perfect style of inking. However, what every good set of inks have is consistency, and I'm not seeing any sort of consistent ink style here.

Image: http://i.imgur.com/ZNOupAC.png


There doesn't seem to be much rhyme or reason to how the inks play out on each panel. Why are there scratchy lines and clean lines in the same panel? Why are some parts super thin? Why are the guy's beard-spikes of medium thickness but his shoulder-pad have super thick lines?

It's hard to recommend what exactly you should do with the inking style, but what I can tell you is you gotta nail down your inks and give it a reason why you ink it that way. For example, noir artists like to put thin lines where the light hits and super thick lines/blacks where the sun don't shine. Winsor McCay inks all characters with super thin lines but puts a very thick dark outline around each character. Other artists will play with the thickness based on how close certain parts are to the camera - foreground = super thick, background = super thin. Stuff like that.

Just whatever you do, make it consistent.

Camera Angles - A lot of these scenes could be a LOT stronger with some camera angle magic. It would be impossible to write out everything on cinematography in regards to comics, but I'll give the gist of it.

When you thumbnail/sketch your page, here's what you should keep in mind:

1. Where are all the characters placed in relation to each other and the environment, and how can I show their location in the most effective way possible?
2. Who's in control/in a position of power? (This can apply to any scene with conflict: conversations, action sequences, romantic scenes, etc.)
3. What do I want THE READERS to feel when they see this page? (Do I want them to be held in suspense? Do I want them to laugh? Do I want them to cry?)

I sometimes make maps with little markers for the characters for my own comic pages when I'm trying to figure out how to work an angle. Some people I know even build full SketchUp sets to have a better idea. This might seem superfluous, but it will make a stronger end-page as a result.

Image: http://i.imgur.com/I1kkdpxl.png


Take this page for example. Where is this table that Yuelle is hiding under? If she's peering out of the corner on panel 2, am I to assume that the (fake) Zenith Stone is behind the table? But why does it look like there's just a wall there? And why are we seeing so much of the floor on Panel 2 anyway? The camera angle on the alien monster dude in the last panel does work effectively because he's in a position of power here while he's crushing the fake stone, but in such a case, I would probably work a more interesting camera angle on the second to last panel on Yuelle, since she's devising a plan to fight him off.

Basically, if your script says "Yuelle is hiding under the table," don't just draw it straight like that. Imagine where the camera could be to help push the mood.

Image: http://i.imgur.com/Eop6HgEl.png


Camera placement possibilities are endless. You just have to explore them and figure out which one feels best for the scene.

Colors - I'm only gonna talk briefly about it because I'm not the resident color wizard (that title belongs to Gearfish), but all I can say about it is don't take color choices so literally. Colors change based on the lighting and surrounding environmental colors. A "red" apple will not look the same in a forest on an overcast day versus in a swanky nightclub with fluorescent lights. Think about the lighting in each scene and adjust your base colors to fit it better. If your character is standing out in the horizon with the sun setting, her colors will be a lot warmer. But on a gray rainy day, her colors might be cooler or more muted. Stuff like that.

Anyway, that's my two cents and hope it helps in any way. You got a fun comic and it's got a lot of potential.
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1st Mar 2014, 6:52 AM #20
Kupocake

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I feel like an outlier here for being the only one who goes through nibs like a pencil!

It really depends on what kind of surface you're using. I taped a piece of paper over my tablet surface (Intuos4) for a while, and that wore down my nibs like crazy. If your tablet surface has a very glassy/slick surface, you're not gonna get much wear and tear on those nibs. I never changed my nib on my old Graphire4 pen, for example.

On topic of that tutorial, I actually wrote a review on my experience with the make-your-own-nib. You can read it here.
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