Page 8

August 23, 2011

A little later than planned here’s page 8!

I drew up the linework on holiday to avoid a complete hiatus, though drawing in the face of strong winds at the beach wasn’t the best of ideas, nor was trying to draw straight lines in a moving car…

Anyway, with this one I wanted to change the atmosphere giving the sense of breathing room after the claustrophobic tunnel and airlock. I was advised to pull back more by Paul Gravett so I’ve done just that with the middle panel, emphasising Alexa’s departure (for now) and the new spaceport setting.

In relation to this I cranked up the brightness of the colours aswell, going for more in the way of  antiseptic whites and light blues while intensifying the characters. This may seem counter logical given the used future setting and noir influence, but I feel this is a good point to visually emphasise the ‘calm before the storm’; the story is destined to head into gloomy murk soon enough and a little contrast seemed like a good idea. Besides this, in reality airports frequently have whitish colour schemes and if anywhere on the station were likely to be well maintained it would be here.

I should also mention I made a notable alteration from the script here with Curt’s reaction. Originally he didn’t say anything after Alexa walks off, but it occurred to me how odd it seems they didn’t introduce themselves at all. As such I felt an acknowledgement in the dialogue might be a good idea, while lending a bit more colour to Curt’s personality in the process. Alexa also developed to be more flirtatious than scripted in drawn form so the suggestive response seems believable enough.

On the negatives: I can’t help feeling I could have done more with the space, especially that middle panel. Maybe a few passers-by or more scenery would have improved it. I dunno, but a bit more care in future compositions wouldn’t go amiss. That and a few instances of dodgy anatomy continue to irritate as usual.

Not a great page then, but at least an adequate one and a reminder of where I need to work harder.


Page 7 redux

August 13, 2011

It’s not often that I feel genuinely satisfied with any of my art but I’ll admit I wanted much more work done on this page.

After being advised by Paul Gravett to reconsider my progression from page 6 to 7 and pull back giving the setting room to breathe, I set about attempting something a little more ambitious than usual. Yes, the first panel is a modified version of an interior concept – more than laziness I just felt it was worth recycling – but there were challenges in drawing perspective along a curve in panel 2 which caused me more than a few set backs.

Tomorrow I’m going away for a week and discovering the scene colouring to be almost as arduous as the drawing I had to make a decision; postpone the page yet again to achieve the shading detail I desire or settle for something simpler and push ahead. It’s a problem which ties in with the larger issue of speed versus accomplishment, of the two speed being my biggest failing.

I hate rushing things but perhaps this situation is a timely reminder that a line has to be drawn somewhere. I could work on a page’s details and colours near on indefinitely but comics aren’t paintings, they’re meant to please the eye but taking the maximalist approach to the extreme with every page would be ultimately self-defeating.

So it is perhaps for the better that circumstances prevented me wasting another day on the minutiae here. Comparing this with the original page it’s replacing this definitely makes for a stronger introduction to Branch’s interior, hopefully giving a greater sense of scale than some dingy back alley would.

That’s it for now folks! Hope you’re all having a great summer, I’ll be sure to post again when I return.


Page 7

July 25, 2011

Keeping in mind the criticisms I outlined in my last post I deviated from the script briefly to make the page you see above.

First and foremost I wanted to demonstrate some of the experimentation and noir stylings I promised in the planning stages. Scenes like this will feature more later in story but I felt that after the last module’s feedback providing an example of my intentions would be a good idea. There are other more substantial reasons for this addition aswell; I formerly spoke of a concern that introducing more heavily stylised elements later might seem jarring, appearing to be a complete change in style rather than a natural progression. Ideally this page will sooth the issue, easing such features in rather than snapping over at the drop of a hat.

In terms of narrative this also addresses a few minor concerns. Besides breaking up the scenes with Curt and providing a momentary change of pace, it also brings Scratch back to the reader’s attention after a short rather than long absence. The page is intended as a reminder she’s also on the way to the same spaceport for an as yet unknown purpose. Much like the stylistic elements it’s all foreshadowing for what’s to come.

As my research would suggest I borrowed art ideas from 100 bullets and Sin City most prominently here, taking a creative risk and using techniques I’m not so sure-footed with, eschewing detail in favour of stark light and shadow compositions. I wouldn’t say the lighting is exactly realistic, but it does remain plausible thanks to the tight alley – providing just enough credibility for heavy shadows in an artificially lit setting. Originally I’d planned to highlight more of Scratch’s face, but opted for an almost complete blackout as thematically it seemed more appropriate; with her motives as yet undetermined shadowing her features projects a disturbing sense of ambiguous menace, the only discernible parts being her prosthetic implants/replacements and a pair of determined eyes. Determination for what remaining to be seen.

While I’m happy with the overall impression the page gives I do have a few minor issues with it all the same. The figures themselves turned out pretty nicely but it feels as though too much space is wasted on the right side of the composition. Given the diagonal direction of the light it makes sense that the wall would be blacked out, but all the same if feels like more could have been done with that general area. I flipped parts of the panel layout and toyed with the idea of putting text bubbles in to the fill the space but ultimately there’s not much I can do to fix it. It does give the page a sort of stark intensity which I like but in future I should be more mindful of how I use the space.

Minor faults aside hopefully the page doesn’t do anything to upset the pacing of the main narrative and enriches rather than weakens the overall reading experience. I’ve got some way to go nailing down the exact style but at least now I’ve made a genuine stab at it.


Page 6

July 20, 2011

With this page hopefully we’re starting to get a bit more insight into Branch’s social workings. Besides an implicit suggestion that the cyborg population are confined to the station there’s also the matter of the word itself being taboo.

The main inspiration for this idea harks back to a college english lesson considering how formerly acceptable words gradually acquired negative connotations according to social conditions. For example, consider the word ‘spastic‘ and the negative connotations its garnered through continual misappropriation. Similarly the development of politically correct terms from ‘crippled’, ‘handicapped’ and ‘disabled’  to ‘having a disability’ might also be compared. It fascinates me that new wording designed to be acceptable nearly always accumulates the same unpleasant meanings given time.

An additional influence on this page was a story I heard from a foreign friend who – upon arriving in England for the first time – unwittingly used a racial slur deemed acceptable in their home country onboard a crowded train carriage. Similarly here, I wanted to highlight Curt’s ignorance of Branch’s customs by showing him put his foot in it a bit, while indicating troubled history behind the station and the cyborg itself; a sort of mass resentment and denial of the problems which surround them.

On the art side of things I’m quite pleased with the last panel depicting the camera/scanner view. The HUD was hand drawn like the rest of the linework (colours aside) but I inverted it to white in order to make it stand out and lend a believable sort of computerised quality. Besides that I’ll admit that the backgrounds are a little lacking this time around, though with more panels and pressure to speed up production it was pretty much inevitable. Much as I hate cutting corners I have to be realistic about what I can accomplish.


Page 5

July 8, 2011

Since I’ve been playing it safe with my colours up to this point I thought I’d try something I little more adventurous for this page to trigger a shift in tone. I figured that an orange lighting scheme would build upon the brown-grey complimentary pallette I’ve been using, while signifying a worrying furnace-like quality to the airlock: a signifier of bad things to come if you will. On a more basic level I’m also hoping it introduces more visual variety after the sterile (and frankly boring) pink-blues of  the docking tunnel.

I should also mention that I altered and cut down most of dialogue from the script here, as on second reading it just didn’t seem right. Originally the crewman spewed a load of techno talk about nausea and the compartment rotating but it occurred to me that a bored longterm employee would be unlikely to explain the science to such a tiny group of arrivals. Much as a bus driver doesn’t tell you to mind the step or explain the fares every time you board, so a station worker would be unlikely to bother with a lecture everyday.

On a more general note the backgrounds turned out nicely this time though character poses and anatomy came out a bit rigid – definitely something to work on improving in future pages.