The Drawing CodexCheck out my Free Illustration Mini Workshop where I share my journey from Amateur to Pro: thedrawingcodex.com/illustrationworkshop You will get some simple advice on how to get more detail and polish in your work. How to think about composition. And my thoughts on how to prepare for professional work.
Let's look at how the deadline and publishing schedule of Comicbook impacts the style of art and storytelling!
This is an interesting topic I have covered a bit before in previous videos where I went over this idea in Theory... As well as talking about my journey to understanding how technical limitations affect style with my own art.
Here are (Some of) the artists mentioned in this video:
Blade of the Immortal by Hiroaki Samura (Manga) Dust by Jean-Michel Charlier (Writer) and Jean Giraud (Artist, also known as Moebius) (French/Franco-Belgian Comic) Asgard by Ralph Meyer (French/Franco-Belgian Comic) Blueberry by Jean-Michel Charlier (Writer) and Jean Giraud (Artist, also known as Moebius) (French/Franco-Belgian Comic) The Watchmen by Alan Moore (Writer) and Dave Gibbons (Artist) (Western/English Comic) Fantastic Four by Mark Waid (Writer) and Mike Wieringo (Artist) (Western/English Comic) Treasure in the Lake by Jason Pamment (Western/English Comic/Graphic Novel) Amulet by Kazu Kibuishi (Western/English Comic/Graphic Novel) Akira by Katsuhiro Otomo (Manga) Monster by Naoki Urasawa (Manga) Buddha by Osamu Tezuka (Manga) Opus by Satoshi Kon (Manga) One Piece by Eiichiro Oda (Manga) Blacksad by Juanjo Guarnido (Artist) and Juan Díaz Canales (Writer) (Franco-Belgian Comic) Keepers of the Maser by Massimiliano Frezzato Donjon by Joann Sfar and Lewis Trondheim (French Comic) Brigada by Enrique Fernández Flash Gordon by Alex Raymond (Western/English Comic)
00:00 Intro 02:45 Welcome 03:28 Style Has Many Layers 07:09 Different Publishing Schedules and Deadline Pressure 11:21 Manga Schedules 15:56 Blueberry by Moebius: Franco-Belgian Schedules 18:38 Western/English Speaking Schedules 23:16 The History of Basic 'Comic Book Style' 27:23 Not All French Comics Are Super Detailed... But This One Is! 30:47 Different French Styles 35:31 Different Manga Styles 41:55 Not Everything Fits Into Language/Country Limitations 44:28 The Role Speed Plays In Style 45:17 Cross-Pollination of Ideas and 'Looks' 48:23 Modern Western/English Graphic Novels Are A Hybrid 49:19 To Sum Up...
Style and Storytelling: Why Manga, Comics, and French BD Look Different.The Drawing Codex2024-08-29 | Check out my Free Illustration Mini Workshop where I share my journey from Amateur to Pro: thedrawingcodex.com/illustrationworkshop You will get some simple advice on how to get more detail and polish in your work. How to think about composition. And my thoughts on how to prepare for professional work.
Let's look at how the deadline and publishing schedule of Comicbook impacts the style of art and storytelling!
This is an interesting topic I have covered a bit before in previous videos where I went over this idea in Theory... As well as talking about my journey to understanding how technical limitations affect style with my own art.
Here are (Some of) the artists mentioned in this video:
Blade of the Immortal by Hiroaki Samura (Manga) Dust by Jean-Michel Charlier (Writer) and Jean Giraud (Artist, also known as Moebius) (French/Franco-Belgian Comic) Asgard by Ralph Meyer (French/Franco-Belgian Comic) Blueberry by Jean-Michel Charlier (Writer) and Jean Giraud (Artist, also known as Moebius) (French/Franco-Belgian Comic) The Watchmen by Alan Moore (Writer) and Dave Gibbons (Artist) (Western/English Comic) Fantastic Four by Mark Waid (Writer) and Mike Wieringo (Artist) (Western/English Comic) Treasure in the Lake by Jason Pamment (Western/English Comic/Graphic Novel) Amulet by Kazu Kibuishi (Western/English Comic/Graphic Novel) Akira by Katsuhiro Otomo (Manga) Monster by Naoki Urasawa (Manga) Buddha by Osamu Tezuka (Manga) Opus by Satoshi Kon (Manga) One Piece by Eiichiro Oda (Manga) Blacksad by Juanjo Guarnido (Artist) and Juan Díaz Canales (Writer) (Franco-Belgian Comic) Keepers of the Maser by Massimiliano Frezzato Donjon by Joann Sfar and Lewis Trondheim (French Comic) Brigada by Enrique Fernández Flash Gordon by Alex Raymond (Western/English Comic)
00:00 Intro 02:45 Welcome 03:28 Style Has Many Layers 07:09 Different Publishing Schedules and Deadline Pressure 11:21 Manga Schedules 15:56 Blueberry by Moebius: Franco-Belgian Schedules 18:38 Western/English Speaking Schedules 23:16 The History of Basic 'Comic Book Style' 27:23 Not All French Comics Are Super Detailed... But This One Is! 30:47 Different French Styles 35:31 Different Manga Styles 41:55 Not Everything Fits Into Language/Country Limitations 44:28 The Role Speed Plays In Style 45:17 Cross-Pollination of Ideas and 'Looks' 48:23 Modern Western/English Graphic Novels Are A Hybrid 49:19 To Sum Up...
Most artists waste years doing studies and exercises that never actually improve their art - here's why practicing through real projects is the only way to truly get better.
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- Most artists are practicing wrong. They're doing endless studies, rendering gray boxes, copying anatomy diagrams - but never actually getting better at making the art they want to create. In this video, I break down why traditional practice methods often fail and what actually works.
The problem isn't that you need more tutorials or exercises. It's that you're not integrating your skills through actual art-making. I learned this the hard way when I got my first professional comic book job. I thought I needed better technical skills, but the real issues were completely different - my process was wrong, my visual library was lacking in specific areas, and I wasn't practicing at the right scale.
I share the story of my Seven Pirates comic book project, showing actual pages where things went wrong and how I fixed them. The transformation didn't come from more studies - it came from committing to the project and learning through doing. Over 62 pages, I discovered what I actually needed to practice, not what I thought I needed.
The key insight: You have to practice making the actual art you want to create. Studies and exercises only help if you integrate them into your real workflow with your actual tools and processes. Otherwise, you're just getting good at doing studies.
This video covers:
Why the Five Elements of Drawing matter for practice How visual library and foundation actually connect The integration problem that stops artists from improving My professional comic book story and what really went wrong The difference between what I thought I needed vs reality How to practice with clear intent Escaping tutorial hell by making real art
Stop doing endless exercises. Start making the art you actually want to create. That's where real improvement happens. ---- 00:00 Intro 02:13 Welcome 02:56 The Five Elements & How Practice Fits In 14:03 Common Practice Pitfalls & Integration Issues 22:40 Seven Pirates: When Theory Meets Reality 41:32 Breaking the Study Cycle: Practice Making The Art You Want 51:51 Out
The Art Ritual: 32 Let's Color: Dwarven Creature Companions Let's Check Out: Monster Hunter Illustrations Let's Talk About: Completing a 'Unit of Design'
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- In this Art Ritual video, I'm taking the messy, ugly sketches from our previous session and turning them into a presentable design sheet using simple Photoshop techniques. This is about completing a cycle of design - taking random sketchbook ideas and presenting them in a way that makes them useful for further development.
First, we check out the Monster Hunter Illustrations book, which is a perfect example of the line and color process being used at a high level in video game design. It shows how simple drawing techniques can create incredible variety in creature designs, and how even with all the 3D tools available today, basic line and color illustration remains essential for the design process.
Then I walk through my real-time Photoshop process for taking phone photos of sketches and turning them into colored concept designs. The technique is super simple - sepia lines, flat colors, basic shadows. No fancy rendering or complex techniques. The whole point is to quickly iterate and see if your ideas have potential.
The key insight here is about completing design cycles. When you just have random sketches in a sketchbook, they often feel unfinished and it's hard to evaluate them. But when you take even 30-60 minutes to color them up and present them together, suddenly you can see what's working and what isn't. You can send it to an art director, compare different approaches, or just have a clear record of your ideas.
This isn't about making perfect art - it's about turning that wheel of design. Get ideas out, present them simply, evaluate, then move on to the next iteration. That's how you develop as a designer, whether you're working professionally or on your own projects.
Tools: Photoshop with basic round brush, selection tools, and my simple sepia line template (available in the free Line and Color Quick Start Guide).
The goal: turn messy sketches into something you can actually use and build on. ----
00:00:00 Intro 00:01:43 Welcome 00:02:17 Let's Check Out Monster Hunter Illustrations 00:10:39 First Pass Design - The Value of Simple Sketches 00:12:12 Basic Techniques 00:16:43 Coloring The Key Sketch- Step by Step 00:44:16 Finishing Off The Rest of The Sketches 01:04:05 Ways of Adding Extra Detail and Refining 01:14:04 Finishing The Page
The Art Ritual: 31 Let's Draw: Dwarven Creature Companions Let's Check Out: The Art of Paul Bonner Let's Talk About: Ugly Drawings & The Design Process
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- In this Art Ritual video, I'm doing some of those ugly, awkward, but super necessary drawings that we need to do in order to get an idea from our head down onto the page. I'm tackling a design problem from one of my recent illustrations - creating a more interesting dwarven familiar/creature companion. The original creature I drew was kind of lame, so we're going back to the drawing board.
First, we check out The Art of Paul Bonner, an amazing creature designer who creates this incredible mix of realistic painting with real caricature and exaggeration. His work is full of character, great anatomy, and these unique takes on fantasy tropes. Every little detail in his illustrations tells a story, and that level of design thinking is really inspiring for what we're trying to do today.
Then we dive into the messy design process. I start by thinking through the logic - if dwarves live underground in hot forges, would they need something to keep them cool? An ice drake for air conditioning? Or would they need warmth when they go above ground? We explore different ideas - from elemental cold creatures to chunky mole-like things with giant spiky heads for mining.
The drawings start out really rough and ugly, and that's the point. This is what the real design process looks like - lots of awkward sketches, abandoning ideas that aren't working, and pushing through until something interesting emerges. We end up with a couple of promising directions including these chunky bulldog-lizard creatures that could be developed further.
Tools for today: Blackwing pencil and Strathmore 400 series hardbound sketchbook. Just the basics to focus on finding ideas rather than making pretty pictures.
Check out my free Brainstorming Toolkit in the description if you want to learn more about the ideation process and how to push through those awkward early stages of design. ----
00:00 Intro 01:48 Welcome 02:38 The Art of Paul Bonner Book 11:25 The importance of Ugly Drawing 13:33 Let's Do Some Ugly Sketches
You can master drawing by just doing it. You can escape the idea of Tutorial Hell buy focusing on these two hidden foundations of drawing and art...
Here are some Automagically generated takeaways to help with search optimisation:
--- In this video I talk about getting stuck in tutorial hell and share a framework I developed after years of teaching that might help you think differently about learning to draw.
The main idea is that drawing is a physical skill - like playing basketball or learning a musical instrument. You get better by doing it, not by watching videos about it. But there's a specific order to building the skills that makes a huge difference.
I break this down into 5 stages, but the key insight is that there are two foundational layers beneath the traditional art fundamentals (anatomy, perspective, etc) that most people skip:
Stage 1 is just showing up consistently. Building the habit of drawing regularly, even if it's just in a sketchbook with pencil and paper. Not worrying about quality, just building the practice.
Stage 2 is developing a simple, reliable process for making art. Having a way to go from blank page to finished piece that includes phases for planning, construction, and refinement.
Stage 3 is where things get fun - you're making art regularly and naturally improving as you go. This is where you can start focusing on specific skills like anatomy or color theory within your actual artwork.
The later stages (4 and 5) are about style and professional development, but honestly, don't worry about those until you've got the first three sorted.
The key takeaway: focus on building a consistent practice with a simple process before getting caught up in advanced techniques or worrying about your style. ---
Timestamps:
00:00 Intro 01:56 Welcome 02:29 Knowing What NOT To Focus on Is Key 04:25 The 5 Stages of The Illustration Journey 04:56 Getting Better By Just Making Art (Stage 3) 06:18 Stage 2 - The First Hidden Foundation 09:42 Hidden Foundation 2 - Doing 12:35 Tips To Develop a Simple Reliable Process 18:59 Take Aways ---
Drawing isn't one skill - it's five distinct elements working together. Let's look at the the first two: How what you are drawing and your skill work together.
Here are some Automagically generated takeaways to help with search optimisation: --- The Five Elements of Drawing:
1 WHAT - What are you drawing? This is visual library - you can't draw what you don't know, regardless of your technical skill level.
2 HOW - Do you know how to draw it? This covers your technical ability - perspective, anatomy, rendering, construction drawing.
3 WITH - What tools are you using? Different materials change how everything feels and works, from pencil pressure to line quality.
4 PRACTICE - Have you practiced? You need to integrate new visual library with your technical skills through repetition and experimentation.
5 INTENT - What's your intent? Understanding whether you're sketching, thumbnailing, or creating a finished illustration affects your expectations and approach. - Key Ideas Discussed:
The biggest misconception is that drawing is one monolithic skill where mastering fundamentals lets you draw anything. The reality is you simply cannot draw what you don't know.
Visual library goes much deeper than just looking at reference photos. True understanding comes from domain expertise - knowing how things function, how they're made, their weight, how they interact with the world. When I held an actual flintlock pistol, it completely changed my drawings because I understood the grip, weight, and mechanics.
Deep subject matter knowledge separates good artists from great ones. The best mech designers understand robotics and engineering. The best period artists know about materials, construction methods, and historical details. ---
00:00 Intro 01:21 Welcome 01:54 What Makes Us Good At Drawing? 03:24 The Flintlock Challenge 12:09 The 5 Elements of Drawing 19:41 How Deep Does Your Visual Library Need To Be? 27:50 Check This Out
Don't try to preserve the energy of your thumbnails - learn to translate them instead.
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- In this Drawing Codex video, I explore the "thumbnail trap" - one of the biggest pitfalls artists face when trying to translate their sketches into finished illustrations. Many artists fall in love with the energy and looseness of their thumbnails and sketches, then struggle to capture that same magic in their polished work. This leads to the misconception that you need to trace or slavishly copy your thumbnail to preserve its energy.
The reality is that thumbnails serve a specific purpose: they're planning tools that help you make compositional decisions and work out the big picture. They're not meant to be preserved exactly as they are in the final image. When we get too attached to the sketch, we're looking backward instead of forward, which actually hinders our creative process.
I demonstrate this concept using examples from book cover illustrations, showing how the thumbnail captures the essential gesture and composition, but the finished work requires complete reconstruction. You can't just trace a tiny chicken sketch and expect it to work at full size - you need to redraw it with proper anatomy, structure, and detail while maintaining the spirit of the original idea.
The key is learning to translate rather than trace. Each stage of your process - from thumbnail to rough to finished illustration - is an opportunity to redraw and reimagine the previous stage. This builds the crucial muscle of being present with your current drawing and focused on making it the best it can be, rather than trying to preserve something from an earlier stage that was never meant to be permanent. ----
00:00 Welcome 00:56 Intro 01:38 The Danger of Falling In Love With Your Sketches 05:09 What Do Thumbnails Actually Capture? 11:24 The Tracing Trap 18:04 Think Translation Not Tracing 19:47 Why This Matters...
The Art Ritual: #30 Let's Draw: Dwarven Warrior Women Let's Check Out: Claire Wendling's Les Lumières de l'Amalou Let's Talk About: Thumbnailing & The Importance of Practicing What You Actually Want to Do
Here are some Automagically generated takeaways to help with search optimisation:
--- In this Art Ritual video, I create a fantasy dwarf warrior illustration while discussing a crucial concept for artists: practice what you actually want to do. Many artists spend countless hours on anatomy studies or fundamentals without practicing the specific process of creating finished work. When they finally attempt to apply those skills to real projects, they discover a gap between what they've practiced and what they need to do.
I demonstrate this by walking through my complete process - from thumbnail to construction to final rendering - showing how each stage requires its own micro-skills that can only be developed through practice. Whether it's learning to work at different sizes, translating thumbnails into larger drawings, or knowing when to simplify anatomy, these skills are distinct from pure technical knowledge. Even seemingly small changes like drawing at a different scale can throw off artists who haven't specifically practiced that process.
The art education world often treats fundamentals as a "hazing ritual" you must complete before being "allowed" to create, but I believe integrating those fundamentals into actual finished pieces is equally important. By practicing your entire process regularly - even in shorter, simplified sessions like this one - you build the muscle memory and confidence to handle professional work when opportunities arise. ---
00:00:00 Intro 00:01:24 Welcome 00:02:07 Let's Admire Claire Wendling's Les Lumières de l'Amalou 00:09:36 Sketching Dwarf Warrior 00:20:43 Transferring The Thumbnail Idea To Final Page 01:29:12 Out
Can spending just 5% of your art creation time on planning transform your results and make the process more enjoyable?
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- In this video, I introduce the 5% rule for art planning - spend at least 5% of your total art creation time planning what you're going to make. This simple approach applies whether you're creating professional book covers or casual sketchbook drawings.
Planning doesn't just help with complex illustrations - it improves everything you create by establishing a clear direction before you start. Even a quick 5-minute thumbnail for a 1-hour sketch helps you identify potential problems early, letting you focus on execution rather than struggling with composition halfway through. I share examples ranging from simple character sketches to my professional Pinocchio book cover, showing how planning becomes increasingly important as project stakes rise.
Many artists, especially beginners, skip planning because they associate thumbnails with professional work or formal illustration. But making thumbnailing a habit for even casual drawings builds the muscles you'll need for more ambitious projects later. Good planning transforms the entire creative experience, turning it from pushing a rock uphill to a relaxed, confident process where you can focus on the joy of creating. ----
00:00 Intro 01:15 Welcome 01:57 How Thumbnailing is Taught 03:52 How I Began Planning More of My Art 07:16 Examples of Different Levels of Planning 21:33 Try the 5% Rule!
Let's check out how great artists use centralised composition to create simple but effective Illustrations!
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- In this video, I explore why centered, symmetrical compositions are so powerful despite their simplicity. By examining work from master illustrators throughout history, I show how this basic approach creates iconic, memorable images that command attention. From Loomis to Leyendecker to contemporary artists like Brom, this compositional strategy appears consistently in their most impactful work - especially on book covers and posters. ----
00:00 Intro 00:52 Welcome 01:35 The Books for Today 02:17 The Theory Aspect: Creative Illustration 04:57 Centred Covers 06:18 Illustrators from Spectrum 20 08:27 J.C. Leyendecker 11:00 Brom: Darkworks 13:57 Out
Artist's mentioned in the Video:
Brom Andrew Loomis H.R. Giger Frank Frazetta Jason Chan Mathieu Lauffray Laurie Lee Brom Ciruelo Cabral Ed Binkley J.C. Leyendecker
Here are some Automagically generated takeaways to help with search optimisation:
--- In this video, I walk through my process for creating an illustration of Ara, a character from my fantasy comic book, using a combination of Procreate on iPad and Photoshop. I explain how having a reliable, step-by-step process makes creating art more enjoyable and less stressful because you always know where you are and what comes next. This approach gives you the freedom to experiment with composition and style while still producing polished results.
My process begins with a simple thumbnail that combines planning and construction, then moves to line work, flat colors with minimal rendering in Procreate, and finishes with color adjustments and texture in Photoshop. Throughout the video, I demonstrate how this centered, symmetrical composition creates impact with minimal complexity, and how simple techniques like color temperature (warm character against cool background) can create depth and focus without elaborate rendering. By breaking illustration down into manageable steps, you can produce work with professional quality while keeping the process relaxed and enjoyable. ---
00:00 Intro 01:29 Welcome 02:02 Why a Process Walkthrough??? 03:10 The Idea for this Illustration 06:25 The Process I am using here 10:24 The Steps 13:24 Process Walkthrough 24:11 Final Touches 29:11 Out
Let's talk about how using simple impactful images can help you learn to improve your Illustration skills.
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- In this video, I share my journey with centered compositions and how I discovered their overlooked power in creating impactful illustrations.
I explain how this approach frees you to focus on other crucial aspects of illustration - refining your one-two-three read, edge control, value relationships, and overlapping shapes - without getting distracted by complex perspective challenges. While many artists (including my younger self) fall into the trap of thinking "more complex equals better," I demonstrate how centralized, somewhat symmetrical compositions can communicate powerfully while still allowing for sophisticated illustrative elements. This compositional strategy isn't a shortcut or a compromise - it's a legitimate artistic choice that many master illustrators have embrace. ---- 00:00 Intro 01:10 Welcome! 01:43 The Ego of Complexity 03:15 Learning About Illustration Theory Via Simple Images 06:49 How Far Can You Take This? 13:28 The Most Powerful Choice 16:41 Out!
Feeling overwhelmed by complex composition theory? I'll show you why sometimes the most powerful approach is also the simplest - putting your subject dead center and embracing symmetry.
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- In this video, I explore the often overlooked power of formal, centered compositions in illustration. While many artists get caught up trying to create dynamic, complex compositions with lots of depth, I show why sometimes putting your subject smack in the middle and embracing symmetry can be incredibly effective. I share examples from master illustrators like J.C. Leyendecker and Gerald Brom who brilliantly use this approach to create iconic, powerful images that command attention. This simple compositional strategy has been used in some of the most memorable commercial illustrations ever created.
I explain why this approach is particularly valuable for newer artists - it allows you to focus on refining your drawing skills, perfecting your one-two-three read, and handling edges without getting overwhelmed by complex compositional challenges. I share my own experience using this technique for projects like my Pinocchio cover, demonstrating how simplicity often carries more impact than trying to be fancy. This is one of those fundamentals that gets swept under the rug in art education, but mastering it can transform your work and give you a solid foundation for exploring more complex compositions later.
---- 00:00 Intro 00:45 Welcome 01:27 What is Centralised Composition? 04:56 Why This Is Useful but Overlooked! 09:00 Great Examples of Simple Centralised Images 14:52 Check This Out!
Let's Do Some Digital Sketching I'm using the Sepia Lines technique from this video: youtu.be/-Ogu54fMvK4
Here are some Automagically generated takeaways to help with search optimisation:
--- In this real-time, fully narrated video, I walk you through my process of creating a fantasy portrait in Procreate on the iPad Pro using my sepia line technique. I demonstrate how starting with thumbnails and rough sketches helps establish composition and form before refining details, showing you the entire journey from initial loose lines to finished illustration. These small, focused practice sessions are perfect for building your illustration muscles – working on composition, understanding your one-two-three read, and developing that all-important visual library. ---
00:00 Intro 01:06 Welcome 01:39 Sketching a Thumbnail 09:22 Sketching The Lines 23:43 Refining The Lines 33:55 Adding Quick Color 53:36 Out!
It's April 2025, Lets discuss what's happening in the world of AI and Art. Again...
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- In this video, I explore why I believe artists should stop worrying about AI and focus on what truly matters - making authentic art. While the AI hype cycle continues generating fear, uncertainty, and doubt, my position remains unchanged: this technology poses less threat to genuine artistry than many think.
I break this down into three key areas:
First, I analyze the current state of AI technology, explaining how much of what we see is clever marketing rather than revolutionary capability. What's being called "Studio Ghibli style AI art" isn't actually Ghibli-quality - it's just generic anime aesthetics packaged with clever prompting. The models themselves aren't dramatically improving; the interfaces and prompting techniques are just getting more accessible.
Second, I address the reality of disappearing entry-level jobs. Yes, some commodified art positions are being automated, but these were always built on shaky foundations. The real issue is that artists are often poorly trained to understand business fundamentals and creative value beyond technical execution.
Finally, I emphasize why focusing on your authentic artistic voice is more important than ever. In a future flooded with AI-generated content, authentic human expression will become increasingly valuable. The skill of creating meaningful work that resonates with people cannot be replicated by algorithms.
The real opportunity for artists isn't competing with AI but developing your unique signal - your perspective, style, and voice. While everyone else gets distracted by the noise and drama, those who focus on cultivating authenticity and mastering their craft will stand out in an increasingly homogenized landscape.
Remember: the technology itself isn't making "art" - it's producing outputs based on inputs. Don't get caught up in narratives designed to provoke outrage and generate clicks. Instead, concentrate on making work that matters to you and developing skills that can't be commodified. --- Key ideas and concepts from the video:
Signal-Volume-Impact Framework - The speaker's framework for understanding artistic impact: developing your unique signal (voice/style), amplifying it with volume (attention-getting techniques), and maintaining presence over time.
AI Marketing vs. Reality - How AI companies use strategic framing and marketing to make their technology seem more advanced than it is.
The Value of Authentic Signal - In a world of increasing AI content, having a unique artistic perspective becomes more valuable, not less.
AI Utility Assessment - The real strengths of AI (summarizing large amounts of information, repetitive tasks) versus its limitations in creativity.
Types of Jobs at Risk - Commodified art positions (basic commissions, working in strictly defined house styles) are more vulnerable to automation.
Red Flags in Industry - How AI adoption can signal problematic business practices in larger corporations.
Artist Outrage as Marketing - How artist reactions to AI fuel the hype cycle that benefits AI companies.
Business Knowledge Gap - Artists' lack of training in business fundamentals makes navigating technological shifts more challenging.
Decommodifying Your Art - Strategies for making your artistic work less replaceable through style, relationship building, and problem-solving.
Focus as Strategy - The importance of ignoring AI hype and drama to concentrate on developing craft and authentic voice.
Anthropomorphization of AI - How people attribute human qualities to AI systems through language and framing.
Creative Process Value - How the process of making art, with its happy accidents and artistic decisions, creates value that AI can't replicate.
Coming AI Content Flood - Prediction that the future will bring overwhelming amounts of AI-generated content, making authentic human work more valuable by contrast.
(This is generated by Claude 3.7 from the transcript. I think it does a pretty good job. And it doesn't have a problem bad mouthing AI like it used to. Which is progress!)
----
00:00:00 Intro 00:03:32 Welcome 00:04:17 What this rant will be about 00:16:01 What's happening with AI tech 00:32:08 Jobs and AI 00:55:22 Focus On Art... 01:04:52 What do you really think??? 01:05:07 Check this out!
Get that loose, gestural feel in your digital sketches with this simple sepia tone technique! I've been teaching this layer setup to art students for years, and they tell me they're still using it a decade later.
Here are some Automagically generated takeaways to help with search optimisation:
--- DIGITAL SEPIA TONE SKETCHING: A Simple Technique for Dynamic Digital Art
In this tutorial, I share one of my most reliable digital sketching techniques - a simple layer setup that gives your digital drawings the loose, gestural feel of traditional media while making color work vibrant and dynamic.
This sepia-tone effect solves two common problems with digital sketching: the lifeless feel compared to traditional media, and the muddy appearance when adding color. Students I taught this to years ago tell me they're still using this "sepia trick" because it consistently delivers great results.
WHY THIS TECHNIQUE WORKS:
Creates visual separation between rough sketch lines and final sketch lines through color contrast
Prevents colors from becoming muddy when sampling from the canvas
Makes sketching feel more dynamic and loose, encouraging gestural drawing
Allows easy color adjustments through simple hue shifts
Works in virtually any digital art software (Procreate, Photoshop, Clip Studio, etc.)
STEP-BY-STEP SETUP:
Create your initial sketch on a layer Create a white-filled layer beneath your sketch Create a new layer above your sketch Fill this top layer with a bright sepia/orange color Set the top (sepia) layer to "Overlay" blending mode Clip both your sketch layer and the sepia layer to the white layer Set the white layer to "Multiply" blending mode Add a new layer beneath this group for coloring
Once set up, you can continue sketching on new layers between your colored background and line work. Light sketch lines will appear in a different color than your darker final lines, giving you a natural workflow similar to using blue/red pencils in traditional animation. This technique is perfect for quick concept sketches and explorations rather than highly polished final pieces. It encourages maintaining the energy and looseness of your initial ideas while adding just enough color to make them visually interesting.
--- 00:00 Intro 01:05 Welcome 01:38 Tutorial 02:11 The Layers 03:05 Demo 08:44 Sketching IN Sepia 13:03 Refining Lines 14:23 Adjust Line Color 16:23 Adding A Bit More Color Underneath 21:16 Recap 22:27 Illustration Demo
Here are some Automagically generated takeaways to help with search optimisation: --- KEY TAKEAWAYS: WORLDBUILDING, IP & LORE DEVELOPMENT
1. Purpose Drives Value: IP (intellectual property) only has real value when it's created to support a specific product or medium. Building worlds without a clear end goal often results in wasted energy.
2. Support The Story: Effective worldbuilding serves the core narrative or gameplay experience. The Star Wars universe was built to support themes of faith vs. technology, while Warhammer 40K's universe justifies endless warfare.
3. Medium Matters: Different mediums require different worldbuilding approaches. A world built for novels needs to support internal character thoughts, while one for films needs to be visually communicable.
4. Aesthetics Aren't Enough: Simply creating a cool visual style isn't valuable IP - aesthetics can easily be copied. What matters is the unique concept, story framework, and purpose behind the world.
5. Authenticity Creates Belief: Good worldbuilding creates authenticity that helps both creators and audience suspend disbelief. When actors/players feel the world is real, it brings out better performances/experiences.
6. Uniqueness Test: A strong world creates stories that couldn't happen anywhere else. If your story could easily be transplanted to another setting, your worldbuilding isn't adding enough value.
7. Manifested Value: IP only becomes truly valuable (and legally protected) when manifested as a product - a game, comic, film, etc. Until then, it's just ideas without proven market value.
8. Simple, Reliable Process: Whether for worldbuilding or illustration, having a clear, step-by-step process helps you focus on the right task at the right time. Know which phase you're in: idea generation, construction, refinement, etc.
9. Build for Application: The best worldbuilding is directed toward specific applications. Successful IP creators build worlds with clear intentions about how those worlds will be used.
10. Beyond Pretty Pictures: For concept artists moving into IP creation, focus less on making beautiful isolated images and more on developing coherent systems, concepts, and stories that justify those visuals.
--- 00:00:00 Intro 00:00:53 Welcome 00:01:27 Let's Discuss The "IP" Thing... 00:02:52 Process Basics 00:12:11 Sharpening The Knife 00:15:40 "IP" Discussion... The Basic Problem 00:18:30 The value of IP 00:34:32 Lore Is There To Support The Main Effort 00:43:41 Starting The "Inking" 00:59:54 The Challenge of Applyting Your ideas. 01:23:59 Polishing The Lines 01:30:11 Starting The Color 01:52:00 Adding Final Effects 01:59:55 It's Finished!
Let's talk about finding impact with your art - understanding the many ways to make your work stand out without sacrificing your unique voice.
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- In this study session, I explore how artists can create impact with their work while staying true to themselves. I examine various art books to understand how different artists and styles achieve visual power through both subtle and bold approaches.
I frame this exploration using my signal-volume-presence framework. Your "signal" is your unique artistic voice, "volume" determines how loudly that signal reaches your audience, and "presence" is about maintaining consistency over time so people recognize your work.
Looking at children's book illustrators like Beatrix Potter and Beek, I show how even subtle, non-violent imagery can command attention through simple but powerful illustration principles: repetition of shapes, primary colors, overlapping forms, and creating a sense of depth. These examples prove you don't need "sex, violence, and rock and roll" to create memorable art - sometimes harmony, rhythm, and beautiful color relationships can be just as powerful.
I contrast this with the work of Frank Frazetta and Simon Beasley, who turned up the volume through provocative, dynamic imagery. While their approach uses biological triggers to grab attention, their success came from combining these elements with strong composition and craft.
I also examine Studio Ghibli films - comparing Nausicaä, Arrietty, and Ponyo - to show how the same artistic "signal" can be adjusted for different projects while maintaining a recognizable style. Ponyo uses flat, vibrant colors with simple shapes, while Arrietty employs depth of field and dramatic lighting, yet both remain unmistakably Ghibli.
The key takeaway is that illustration theory - understanding composition, color relationships, shape repetition, and visual flow - provides a foundation to amplify your unique artistic voice. Whether you're creating gentle children's illustrations or dynamic fantasy scenes, these principles help you communicate your vision effectively.
Rather than chasing trends or copying what works for others, focus on finding techniques that amplify your natural inclinations. Understand what makes your favorite artists' work impactful, and then apply those principles to your own unique signal. Great art doesn't always need to scream to be heard - sometimes a clear, thoughtful whisper can be just as powerful. ----
00:00 Intro 01:50 Welcome 02:33 Introduction And Recap Of Volume Framework 08:53 Books And Artists We Are Talking About Today 12:14 Children's Books From Yesteryear (Harmsen van der Beek & Beatrix Potter) 14:56 What Is Illustration Theory? 21:00 Beatrix Potter 27:53 Frazetta 37:47 Studio Ghibli Style Signal And Variety 48:49 Check This Out!
Artist's mentioned in the Video:
Beatrix Potter - Creator of Peter Rabbit children's books Harmsen van der Beek ("Beek")- Illustrator who worked on Enid Blyton's "Noddy" books Andrew Loomis - Influential illustrator and author of "Creative Illustration" Frank Frazetta - Fantasy artist known for Conan the Barbarian covers and dynamic imagery Simon Beasley - Artist adjacent to Frazetta's style, with more extreme/provocative imagery J. Allen St. John - Illustrator who influenced Frazetta, created Tarzan and John Carter art Alex Raymond - Creator of Flash Gordon comics Hayao Miyazaki - Studio Ghibli co-founder and director (Nausicaä, Ponyo) Hiromasa Yonebayashi - Studio Ghibli director (Arrietty) Craig Mullins - Artist briefly mentioned for his advice about good images working upside down Piet Mondrian - Abstract artist mentioned as example of abstract composition principles Jackson Pollock - Abstract artist mentioned alongside Mondrian Pablo Picasso - Mentioned as example of artwork with inherent abstract appeal
Let me share with you some of the mistakes I made trying to get attention with my art and how they stopped me finding success earlier on. I talk about finding your artistic voice and making real impact - balancing your unique style with what gets attention in a crowded marketplace.
Here are some Automagically generated takeaways to help with search optimisation:
---- In this video, I share my 20+ year journey as an artist, including all the mistakes I made while trying to find my artistic voice. I reveal how I went from someone with undeveloped craft who struggled to get jobs to someone with a more established career, and the lessons I learned along the way.
I frame this journey through a simple but powerful framework: Signal, Volume, and Presence. Your signal is your unique artistic voice - what makes your work distinctly yours. Volume represents how you amplify that signal using tools like contrast, composition, and color theory. Presence is about consistency - showing up repeatedly with the same signal so people know what to expect from you.
Looking back at my early work from the early 2000s, I was obsessed with finding my "style" - experimenting with mixing line work and painterly approaches, constantly changing techniques, and believing that once I found the perfect style, everything would fall into place. But even when I landed good opportunities, like my Seven Pirates comic or later projects like Aura and Pinocchio, I kept changing styles and approaches, making it impossible for publishers or audiences to know what to expect from me.
I eventually discovered that the ideas and designs I was creating in my very earliest work - what I was naturally drawn to - were actually what people responded to most. It wasn't until I stopped obsessing over technical approaches and focused on bringing my unique imagination to life consistently that things began to click. The images that gained traction were the ones that combined interesting narratives, fantasy elements, and a distinctive vision - not necessarily the most technically advanced.
The biggest mistake I made was treating style as a static destination rather than understanding it as an ongoing journey. I was constantly experimenting instead of building presence through consistency. When I finally started putting out work that represented my true signal and stopped drastically changing approaches with each project, publishers and audiences could finally understand who I was and what I offered.
Remember that while experimentation is essential for growth, building a successful artistic career requires some consistency. Your unique voice matters more than ever in today's AI-driven world - find it, amplify it appropriately, and then keep showing up with it. ----
00:00:00 Intro 00:02:34 Welcome 00:03:07 Recap of "Signal | Volume | Presence" Framework 00:08:44 Overview of My Progression 00:15:38 The Early Days (Struggle Town) 00:32:27 Improving and Losing Signal at the Same Time... 00:45:40 Disorganised Identity and Style 00:52:00 Finding and Developing Signal 01:02:00 What I'm doing Right Now
Let's talk about creating impact with your art - understanding how to make your work stand out while staying true to your artistic voice.
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- In this video, I explore how artists can create impact with their work while maintaining authenticity, using a framework based on sound and music. Think of your artistic journey as working with three key elements: signal, volume, and presence.
Your signal is your unique artistic voice - the subtle qualities, emotions, and messages that make your art distinctly yours. While this signal might start quiet, it's crucial to identify and nurture it rather than immediately trying to amplify it.
The volume represents how you amplify that signal using tools like contrast, composition, and color theory. Just as different genres of music need different levels of amplification, your art doesn't always need maximum volume to create impact.
I demonstrate this through various artists' work - from Jack Kirby's high-impact superhero art to Beatrix Potter's gentle but compelling illustrations, showing how different styles can command attention in their own ways. For instance, Studio Ghibli's Ponyo achieves incredible visual impact while maintaining a gentle, dreamlike quality.
The final element, presence, is about consistency and understanding what works. Many artists discover their unique combination of signal and volume but then abandon it, chasing trends or fighting boredom. Yet it's often this consistency that builds lasting impact and recognition.
Remember, you don't need to make everyone's eyes bleed to create impact. Understanding your unique signal and finding the right way to amplify it is far more powerful than simply turning every dial up to maximum. ----
00:00 Intro 01:50 Welcome 02:33 Why This is Important Now... 05:59 Visual Examples of Creating Impact and 'Successful' Art in different styles. 17:11 The Framework 29:18 My Work As An Example 35:18 Out!
Artist's mentioned in the Video:
Andrew Loomis (referenced for his book "Creative Illustration") Jack Kirby (Marvel comics artist) Frank Frazetta Norman Rockwell (Saturday Evening Post illustrator) Beatrix Potter (Peter Rabbit creator) John William Waterhouse Hayao Miyazaki (specifically discussing Ponyo) Tim McBurnie (the speaker, discussing his own work)
Additional works/properties mentioned:
Thor Love and Thunder (as an example of high-impact modern entertainment) Pinocchio (discussing a cover illustration by McBurnie for David Chauvel's adaptation) Marvel Cinematic Universe (in reference to Kirby's influence)
The Art Ritual: #27 Let's Draw: Fantasy Adventure in an Alien Landscape! Let's Check Out: Mighty Artisan (My New Paid Online Art Community) Let's Talk About: The Challenge Of Learning To Be An Artist Right Now
00:00:00 Intro 00:01:25 What Is Mighty Artisan? 00:03:40 Let's Start From The Thumbnail 00:07:04 Getting Away From The Noise and Drama 00:10:16 It's Always Been Hard To Get A Job 00:13:06 Positive Focus Is Important When Making New Things 00:16:14 Social Media Choice 00:21:08 Productivity Is Often Holding Us Back 00:22:58 Artists Don't Get Taught Business And Marketing 00:25:45 Even as a Beginner Knowing Where You Want to Go Helps 00:30:05 The 5 Pillars of Skill Development 00:31:47 Productivity 00:41:54 The Problem With Teaching Business On YouTube 00:44:35 New Community Technology 00:46:14 How A Bit Of Business And Productivity Changed My Career 00:56:48 Positioning My Skillset Better 01:02:29 Mighty Artisan Quick Tour 01:04:17 Let's Start Finished Lines 01:15:22 WE Often Think Art Technical Skills Are All That Matter 01:16:35 Laying Out The 5 Pillars of Development 01:18:36 How To Succeed as a Concept Artist 01:37:21 Vs How To Succeed As a Comic Book Artist 01:53:56 The Challenge of Putting it All Together 01:58:08 Mighty Artisan Activities 02:00:57 The Importance of Getting Career Choice Right 02:05:16 How The Community Works 02:22:15 Finishing The Damn Illustration! 02:41:02 Final Line Touch-ups 02:43:57 Flatting 02:56:23 Starting The Color (Time is Running Out! Oh No) 03:16:03 Adding Atmosphere In A Rush! 03:21:21 Doing Final Color Grading 03:30:18 Photoshop Says No... 03:30:53 Check Out Mighty Artisan!
If you want to learn about the drawing techniques I am using based on the Loomis Method you can check out these videos:
With most types of stylised types of art - There is often a mix of structure and perspective and technical drawing.... combined with symbols and abstract features.
Let's talk about what it takes to complete your art projects! In this video I go over some simple ideas and frameworks to help manage and plan a larger artistic endeavour. I use a lot of examples from my comic books, but this could work for anything.
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- DESCRIPTION: In this video, I share the frameworks and techniques I've learned over 20+ years as a professional artist, particularly from my experience in the French comic book market, on how to take your creative ideas and turn them into finished projects. Whether you're creating a graphic novel, card game, or portfolio pieces, I break down the three essential components: ideation, project management, and production.
KEY TAKEAWAYS:
1. THE IDEA PHASE - Choose projects you're deeply passionate about - Leverage your unique experiences and expertise - Don't feel pressured to be 100% original; focus on your unique spin - Remember: ideas are worthless until executed, but better ideas lead to better results
1. PROJECT MANAGEMENT - Break down your final product into external deliverables (what you'll actually send to print/publish) - Create internal deliverables (the steps needed to create each component) - Use "skeletoning" - create blank templates of everything you'll need - The more you break down tasks, the more manageable they become
1. PRODUCTION TIPS - Create folder systems to track progress visually - Use different versions (01, 02, 03) to track stages of completion - Start with rough versions and increase fidelity over time - Keep technical/business considerations in mind from the start
REAL EXAMPLES SHOWN:
- Mythic Arcana card game development process - Comic book production workflow - Graphic novel page progression from sketch to final
PRO TIP: The more you break down your tasks into smaller steps, the easier and more enjoyable the process becomes. What seems like extra work in planning actually makes the creative process more fluid and manageable.
----
00:00 Intro 01:28 Welcome! 02:38 Breaking Projects Down 05:33 What Does a Good Idea Look Like??? 06:35 The Importance of Personal Attachment 09:33 Which Ideas Are Unique To YOU? 11:02 Originality Be Damned! 13:02 Ideas Are Worthless... But You Still Need A Good One! 14:07 Productivity and Project Management (But for Artists) 28:16 Finished Projects Become Greater Than The Sum Of Their Parts 36:08 The Secret Trick of More Steps 38:55 Tracking Tasks In An Artist Friendly Way 46:20 Putting it All Together
Let's talk about how to turn your artistic dreams and aspirations into reality over the next 12 months!
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- REASSESSING YOUR ARTISTIC DREAMS Periodically step back and clarify your ultimate artistic goals Identify why you’re chasing these dreams and how that motivation drives you KNOWING WHAT YOU ACTUALLY WANT TO DO SAME VS NEW: Decide if you want to refine a single thing or pursue constant variety PATIENCE VS SPEED: Some artists thrive on long, detailed work; others prefer finishing images as quickly as possible. DETAIL VS LOOSENESS: Recognize whether you focus on meticulous rendering or broader, expressive strokes NARRATIVE FOCUS VS NON-NARRATIVE: Figure out if you’re driven by storytelling or purely visual aesthetics CREATIVE CONTROL: Be honest about how much control you want, from full autonomy to collaborative teamwork COLLABORATION VS WORKING SOLO: Understand whether you flourish in a group setting or prefer total independence and solitary work
SORTING OUT YOUR TIMELINE Define your destination, direction, and speed Break projects into manageable units (pages, designs, etc.) and track your output realistically Celebrate progress instead of focusing on perceived delays Use either time-based (hours per week) or unit-based (one page per week) approaches
KEEP YOUR PROCESS AND TECHNIQUES SIMPLE Streamline your workflow to avoid unnecessary complexity Use fewer brushes, layers, and software tools Rely on a proven process instead of constantly seeking new tricks or gear
MAJOR TAKEAWAYS FIRST: Honestly identify your artistic preferences and motivations SECOND: Establish a realistic pace and give yourself credit for each completion THIRD: Simplicity often leads to consistent productivity and better outcomes ----
00:00 Intro 00:48 Welcome 01:59 1: Figure Out What You (Actually) Want to Do 02:53 Same Vs New 05:54 Patience Vs Speed 07:50 Detail Vs Loose Strokes 10:40 Narrative & Story Focus 12:29 How Much Creative Control Do You Need? 15:50 FIgure Out Where You Stand 16:37 2: Sort Out Your Timeline 21:14 3: The Simple Toolset 23:32 Final Thoughts
Let's talk about the essential role of character design lineups in elevating your character creations for professional comics and personal projects.
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- CHARACTER DESIGN IN PROFESSIONAL SETTINGS When working professionally as a character designer for entertainment projects like video games, animation, or comics, your role often extends beyond creating visually appealing characters. In many studios and production environments, the focus is on refining how characters integrate into the larger narrative and world rather than just their individual design. While strong drawing skills are important, what truly distinguishes successful designers is their ability to communicate story, hierarchy, and relationships through thoughtfully considered shapes, silhouettes, and stylistic choices.
THE IMPORTANCE OF DESIGN LINEUPS Lineups—a series of character designs placed side by side—are one of the most practical tools professionals use to achieve visual clarity. By presenting multiple characters or variations of a single character in a lineup, you can directly compare proportions, shape language, and visual motifs. This process makes it easier for creative directors, producers, and team members who may not be artists to recognize differences, understand the proposed hierarchy, and approve designs. Essentially, lineups help ensure that everyone on the team is aligned on what makes each character unique or part of a cohesive group.
VISUAL DESIGN LANGUAGE AND STORYTELLING From a storytelling perspective, lineups allow you to consider how players or readers will interpret your cast. You can use visual design language to differentiate one faction from another, make certain characters more approachable while others appear more imposing, or highlight cultural elements that define various groups. Instead of focusing purely on aesthetics, you’re making strategic decisions that help the audience quickly grasp who’s friendly, who’s dangerous, and who holds a position of importance. This is valuable whether you’re shaping the NPCs for a game’s marketplace or fleshing out a comic’s supporting cast.
ADOPTING PROFESSIONAL STRATEGIES FOR PERSONAL PROJECTS For creators working on personal projects—especially those with a comics or illustration background—adopting these professional design strategies can streamline the creative process. Rather than ideating characters in isolation, lineups let you see the broader picture. As you organize multiple designs, small adjustments to color schemes, accessories, or posture can create meaningful variety.
BUILDING COHESIVE WORLDS THROUGH DESIGN Ultimately, character lineups play a crucial role in building cohesive and immersive worlds. By comparing characters side by side, you can adjust and refine details until each one naturally communicates their role, personality, and place in the narrative. This methodical approach not only enhances the visual diversity of your characters but also supports the overall storytelling by ensuring that every character fits seamlessly into the world you’re creating. ----
00:00 Intro 01:56 Welcome 03:26 Design Vs Awesome Pitch Art 05:15 Designing An Experience 06:46 Lineups and Design Process 09:22 Good Designs can be Wrong 10:58 Different Characters Need Different Approaches 15:13 Slicing and Dicing Designs 25:18 Why We Mistake Good Drawing for Good Design.
Let's talk about Visual Design Language! And how it can help you to design your own fantasy worlds and personal projects.
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- This discussion and demo explores how deliberate visual design language helps artists create diverse, believable worlds. It emphasizes that relying on a single, repetitive approach—whether for drawing trees, designing characters, or representing objects—leads to monotony and uniformity. Instead, by applying clear principles of visual design, artists can make each element unique yet still clearly related. Using examples like different types of trees and various pirate characters, it illustrates how altering shape language, symbolic details, and iconic features can generate meaningful variety and convey distinct narratives. Ultimately, this structured approach to design allows you to combine similarity and difference in a way that makes imaginary settings, casts of characters, and entire story worlds feel cohesive, alive, and full of subtle interest. ----
00:00 Intro 02:47 Welcome 03:30 The Building Blocks of Visual Design 05:51 The Basic Idea 08:21 Visual Language of Trees Example 19:20 Visual Language for Characters 37:16 Key Takeaways!
Let's explore character design with a simple sketchy technique. This is a good way to get the design process started.
Here are some Automagically generated takeaways to help with search optimisation: ---- In this video, I demonstrate my real-time process for character design without any pre-planning or scripts. Starting from scratch, I create a lineup of characters for a personal project called the **Cult of the Blue Flame**, a secret society in a fantasy comic. I explore quick, rough sketching at a thumbnail level, add color, and refine the designs within a limited timeframe.
Throughout the session, I discuss techniques for rapid ideation, balancing visual elements, and pushing beyond initial generic concepts to develop unique designs. I also touch on handling challenges like maintaining consistency, working under time constraints, and integrating iconography and symbolism into character designs.
This video provides an in-depth look at the unfiltered creative process of character design, from initial sketches to adding details and color, offering insights into how to turn rough ideas into compelling characters. ---- 00:00:00 Intro 00:01:45 Welcome 00:02:18 Let's Go! 00:05:25 Sketching Primary Shapes 00:20:04 Refined Sketch Lines 00:57:00 Coloiring 01:32:45 Quickly Adding Extra Polish 01:49:16 Adjusting Colors and Grade 01:55:53 Out!
Let's talk about how iconography and symbolism help you draw your characters in a consistent recognizable way!
Here are some Automagically generated takeaways to help with search optimisation: ---- In this video, I delve into one of the biggest challenges artists face when creating projects like comic books: maintaining consistent characters. It's one thing to design a character and draw them once or twice, but ensuring they look and feel the same throughout an entire project is a different story.
I discuss how relying solely on improving your drawing skills isn't the only path to achieving consistency. Instead, I introduce the concepts of iconography and symbolism as powerful tools to make your characters stand out and remain consistent, regardless of your drawing style or skill level.
Using my comic book Seven Pirates as an example, I demonstrate how I designed and formalized the iconography for three characters who were at risk of blending into one another. Through a detailed drawing demo, I show you how to apply these ideas to your own work, helping you create characters that are not only consistent but also memorable and unique.
Join me as we dive deep into the nitty-gritty of character design, exploring practical strategies to overcome common challenges and elevate your art to the next level. ---- 00:00 Intro 01:47 Welcome 02:20 The Problem With Just 'Drawing Better' 05:27 Drawing Jim Hawkins 17:22 Drawing Grey 27:14 Drawing The Pirate Capitain Jeckhide 43:15 Key Takeaways
TIM'S ILLUSTRATION MINI WORKSHOP: Check out my Free Illustration Mini Workshop where I share my journey from Amateur to Pro: thedrawingcodex.com/illustrationworkshop You will get some simple advice on how to get more detail and polish in your work. How to think about composition. And my thoughts on how to prepare for professional work.
Below is an Automagically generated summary to help understand the video and aid search optimisation: -----
In this video, I sit down with Matt Rhodes, an amazing artist known for his personal project Tellurion and his work in the video game industry. We delve into how Matt managed to create Tellurion, a silent graphic novel, in his spare time while maintaining a full-time job. Our conversation explores the challenges of starting and completing such an ambitious personal project, the importance of storytelling in art, and strategies for sustaining creative energy over a long period.
Matt shares insights into his process of developing Tellurion, including how he planned the story without relying on traditional writing, overcame creative hurdles, and kept himself motivated by releasing one image per week online. We discuss the significance of community feedback, the role of the internet in building an audience, and how sharing work publicly can drive an artist to finish large projects.
We also introduce Matt's new project, Dead Gods, where he aims to share more of his creative process with the audience, focusing on character design and world-building. This project offers a behind-the-scenes look at how he develops his art while engaging directly with the community.
Throughout our conversation, we examine balancing professional work with personal endeavours, the emotional journey of creating extensive works, and practical advice for artists looking to bring their own ideas to life.
Let's talk about how character design principles vary across industries like video games, comics, and animation. Not everything is about big shapes and cool exaggerated costume designs. The more you understand the fundamentals of Design and Design Briefs the easier it will be for you to understand how you can apply your skills as a character designer.
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- In this video, I tackle the challenges that aspiring character designers often face when trying to make sense of the multitude of advice available. I discuss how fundamental concepts like silhouettes, shape design, shape language, symbolism, archetypes, and stereotypes can differ greatly depending on the industry you're interested in—whether that's video games, comics, or animation.
I highlight the importance of understanding the specific requirements and constraints of the industry you want to work in. This understanding will help you apply these theoretical concepts more effectively. Using examples from my own professional experience on projects like "Star Atlas Core" and "From Other Suns," I illustrate how the design brief and project goals can significantly influence your approach to character design.
We also explore how characters exist within a hierarchy and relate to each other within their world, which affects your design choices. I delve into elements like external and internal silhouettes, design language, and how to use various tools to communicate your character's role and personality effectively.
By the end of the video, you'll have a better grasp of how to approach character design in a way that aligns with your specific goals and the demands of your chosen industry. Whether you're working on professional projects or your own creations, this discussion aims to help you navigate the complexities of character design more confidently.
----
00:00 Intro 02:46 Welcome! 03:29 What's Wrong With Most Character Design Advice? 05:45 What is A Design Brief 17:55 You are never Designing Just One Character... 24:05 How Your Style Affects Character 26:15 The Tools We Use To Craft Compelling Characters 42:42 Final Takeaways
With most types of stylised types of art - There is often a mix of structure and perspective and technical drawing.... combined with symbols and abstract features.
In this episode, I delve into the tension between commercial viability and avant-garde creativity in the art world, exploring how artists like Jean Giraud (Moebius) balanced mainstream success with pushing artistic boundaries. Join me as we study various artists who navigated this delicate balance, and discover how their unique styles both challenged and reshaped industry norms.
Jean Giraud (Moebius) – Blueberry, Metal Hurlant, The Incal Jean-Michel Charlier – Collaborated with Moebius on Blueberry Philippe Druillet – Lone Sloane Alejandro Jodorowsky – Collaborated on The Incal, attempted adaptation of Dune Jack Kirby – Marvel Comics creator Hal Foster – Prince Valiant Alex Raymond – Flash Gordon J. Allen St. John – Illustrator for Edgar Rice Burroughs's novels Frank Frazetta – Fantasy and science fiction artist Katsuhiro Otomo – Akira H.R. Giger – Designed the creature in Alien Ridley Scott – Director of Alien Ron Cobb and Chris Foss – Designers for Alien Kazu Kibuishi – Amulet series, editor of Flight anthology Jeff Smith – Bone
Books, Comics, and Films Mentioned:
Blueberry (comic series) Metal Hurlant (magazine) Lone Sloane (comic series) The Incal (graphic novel) Marvel Comics and the Marvel Universe Prince Valiant (comic strip) How to Draw Comics the Marvel Way (John Buscema) Akira (manga and film) Alien (film) Dune (novel by Frank Herbert) Spider-Man: Into the Spider-Verse (animated film) Amulet (graphic novel series) Flight Anthology (comics collection) Bone (comic book series) Lost in Space (referenced TV series)
00:00 Intro 01:30 Welcome 02:21 Where Do You Fit In? 04:25 Jean Giraud Embodies The Switch To Avant Guard 09:58 Philippe Druillet 12:45 The Incal: by Alejandro Jodorowsky & Moebius 14:35 More Loan Sloan by Druillet 16:23 Marvel Styles - Jack King Kirby and John Buscema 20:26 The Old School - Prince Valliant & Hal Foster 23:23 Frank Frazetta & J. Allen St. John 25:59 Akira & Katsuhiro Otomo 27:57 Ridley Scott's Alien: Setting Sci-Fi Archetypes 33:17 Into The Spider Verse & The Stagnation of Animation 34:52 Jeff Smith's Bone & The Modern Young Reader Graphic Novel 39:56 How This Might Help Your Art Journey.
Let's talk about embracing the blank page. In this episode, I do a Mini Workshop on the "Like List" exercise—a simple yet powerful tool to help you overcome creative blocks by reconnecting with the things you love to draw.
Below is an Automagically generated summary to help understand the video and aid search optimisation: ---- In this video, I introduce a simple yet effective exercise called the "Like List" to help artists overcome the challenge of facing a blank page. The exercise involves writing down all the things you genuinely enjoy drawing, reconnecting with the reasons you became an artist in the first place. By listing out your favorite subjects, locations, characters, and feelings, you can spark creativity and generate new ideas by mixing and matching these elements.
I demonstrate how to apply this exercise in a sketching session, showing how combining different items from your list can lead to unique and inspiring concepts. This process not only helps in overcoming creative blocks but also aids in developing a consistent artistic practice. Additionally, I discuss the importance of defining what success means for you personally, whether it's the amount of time spent drawing or the satisfaction derived from the process.
By regularly revisiting and updating your "Like List," you can maintain motivation, stay inspired, and continue to grow as an artist. This exercise serves as a valuable tool in your creative toolkit, helping you to explore your imagination and enjoy the art-making process more fully. ---- 00:00 intro 02:16 Welcome! 02:59 Simple Exercises are Powerful 05:33 The Like List Exercise Explained In Detail 09:23 Watch Me Make My List 10:46 How To Mix It Up 21:49 Doing Your Like List The Artists Way... 24:22 Picking Something To Draw 25:44 Demo: Let's Embrace The Blank Page
The Art Ritual: 25 Let's Draw: Fantasy Characters: Dwarven Mage Let's Check Out: I'd Love to Draw from Andrew Loomis Let's Talk About: The mystery and danger of hidden sketches and stages in artistic process!
00:00:00 Intro 00:00:59 Welcome 00:01:42 Andrew Loomis: I'd Love To Draw 00:12:02 Sketching Dwarven Mage: Pg1 00:47:42 Sketching Dwarven Mage: Pg2 01:00:58 Final Thoughts
A big part of the art journey is figuring out how you apply these concepts into your own work and style!
If you want to learn about the drawing techniques I am using based on the Loomis Method you can check out these videos:
With most types of stylised types of art - There is often a mix of structure and perspective and technical drawing.... combined with symbols and abstract features.
Let's talk about searching for the perfect art style and the trials and tribulations you may encounter along the way.
This is my experience of trying to develop many different styles over the years for different industries and the surprising failures and equally surprising successes I have encountered so far!
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- I share the challenges I faced in balancing the demands of commercial art with my personal artistic interests. Throughout my career, I've struggled to find a style that satisfies both the industry's need for highly polished, eye-catching work and my preference for sketchy, subtle art. I discuss how mixing different styles—from French comics to concept art—often led to confusion and rejection from industry gatekeepers. Understanding how different industries and markets value certain styles helped me navigate these challenges. I emphasize the importance of developing the style you're passionate about and finding the right audience or industry that appreciates it. By matching your unique approach to the right context, you can avoid unnecessary frustration and focus on creating art that resonates with both you and your audience. ----
00:00 Intro 01:19 Welcome 02:01 The Challenge Of Developing Style In Creative Industries 04:29 My Early Stylistic Inspirations 12:44 The Problems With Mixing Good Things Together... 20:11 Building Skills And Styles In Different Industries 26:55 Stylistic Rejection 33:46 Closing Thoughts
The Art Ritual: 24 Let's Draw: Fantasy Creatures: The Silver Rider Let's Check Out: How To Draw by Scott Robertson & Thomas Bertling + Framed Perspective Vol.1 by Marcos Mateu-Mestre Let's Talk About: How much technical perspective do you need to learn?
00:00 Intro 01:04 Welcome 01:47 Perspective Books: Framed Perspective Vs How To Draw 05:34 How To Draw By Scott Robertson and Thomas Bertling 11:21 Framed Perspective Vol.1 by Marcos Mateu-Mestre 15:36 Let's Sketch! 58:08 Final Thoughts
A big part of the art journey is figuring out how you apply these concepts into your own work and style!
If you want to learn about the drawing techniques I am using based on the Loomis Method you can check out these videos:
With most types of stylised types of art - There is often a mix of structure and perspective and technical drawing.... combined with symbols and abstract features.
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- In this video, I explore the integral role of scribbling and sketching within the artistic process, emphasizing its importance in fostering a lively and emotive artistic expression. Often, as artists progress in their careers, there’s a push towards refinement and polish to achieve a "finished" look. However, the initial, freer phases of drawing—characterized by loose, dynamic sketching—play a crucial role in embedding life and emotion into our work.
I discuss how this less structured approach, exemplified by legendary artists like John Buscema in "How to Draw Comics the Marvel Way," allows for an exploration of gesture and emotion that can be lost in more technical practices. This sketchy, initial stage is akin to laying down the raw, emotional underpinnings of a piece, which can later be refined and polished.
Ultimately, I delve into the challenge and necessity of balancing this freeness with the technical demands of professional artistry. The aim is to reconnect with the joy and spontaneity of drawing, which not only makes the process enjoyable but also infuses artworks with a relatable human essence. ---- 00:00 Intro 02:16 Welcome! 02:59 How To Draw Comics The Marvel Way 07:32 How To Draw... 09:22 John Buscema's Sketching 13:14 How I Use Scribbling In My Process 16:59 Looking At Scribbling In Different Books 19:40 It's Easy To Ignore Messy Drawing As A Skill 20:31 Drawing Demo And Final Thoughts 26:05 Key Takeaways
The Art Ritual: 23 Let's Draw: Characters From My Comic Star Atlas: CORE Let's Check Out: Akira Toriyama The World Let's Talk About: Can/Will there be AI "Artists" who act as Directors and make their own films or games or artistic projects in the future? Can you skip the process and go straight from imagination to finished product via prompting?
A big part of the art journey is figuring out how you apply these concepts into your own work and style!
If you want to learn about the drawing techniques I am using based on the Loomis Method you can check out these videos:
With most types of stylised types of art - There is often a mix of structure and perspective and technical drawing.... combined with symbols and abstract features.
Let's talk about whether some styles are actually better than others...
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- In this exploration, I delve into the dynamics between personal and commercial art styles, emphasizing that while commercially successful styles often prioritize clarity and wide appeal, there's significant value in maintaining a unique artistic voice. I discuss how mainstream projects, such as big-budget films and games, tend to favor styles that are easily understandable and visually engaging to the largest possible audience. This often results in a stylistic homogeneity that maximizes market reach but can stifle individual creativity. By understanding these industry preferences, artists can better navigate the balance between personal expression and commercial success. ----
00:00 Intro 01:46 Welcome 02:29 Starting The Conversation 03:52 Do Big Budgets Equal Trash? 05:13 Ok But Are Some Styles Better? 08:30 Theory Of 'Good Imagery' 15:50 Wide Appeal Vs A Strong Point of View 22:30 A Good Example Of A Strong Point Of View... That Was Successful 26:23 The Frame of Functionality 28:12 A Few Examples From My Career 35:11 What Can You Do As An Artist? 37:57 Out
With most types of stylised types of art - There is often a mix of structure and perspective and technical drawing.... combined with symbols and abstract features.
Figuring out your art style is a major challenge! Let me share some of my journey around Art Style for Comics and Illustration... and how often it is related more to technical limitations and practical choices rather than purely artistic inspiration...
---- In exploring art style, I've navigated a path from high school curiosity about comic book art to professional projects, grappling with the realization that style is often shaped by technical limitations. Initially, my experimentation with various traditional mediums contrasted sharply with the digital techniques I discovered were used in comics, leading me to digital art and Photoshop.
This journey underscored a crucial lesson: the characteristics of an art style are deeply intertwined with the tools and methods used to create it. For instance, the clean, vibrant look of digital colors in comics that initially attracted me was a direct result of digital techniques, which differed significantly from traditional painting methods.
Professionally, working on my first comic book project highlighted the importance of understanding technical constraints. I learned that style isn't just about aesthetic preference but involves navigating the capabilities and limitations of the mediums and tools available. This realization has informed my approach to art, pushing me to consider how technical aspects like tool selection and methodological constraints shape the final style.
Throughout this exploration, I've come to appreciate that developing a unique art style is as much about understanding and adapting to technical limitations as it is about artistic vision. This insight is crucial for artists at any stage of their career, as it influences not only how they develop their style but also how effectively they can execute their vision within the constraints of their chosen mediums ----
00:02 Intro 02:43 Welcome! 03:26 This is What I SHOULD Have Learned Early On... 08:26 Making Style Mistakes On My First Comic 17:08 Confusing Painting And Line Art... 27:07 Thinking About Style For Each New Project 33:36 Looking Back...
Let's Talk about LLMs and Generative Imagery... Again. There is always AI drama about, and the best thing to do is ignore it and work on your art... do some drawing. But I thought you might be interested in my take on some of this. Many people have asked me in comments for a more up to date video on AI... so here we go!
Below is a summary I wrote in 5 minutes instead of using AI to generate it.... to help understand the video and aid search optimisation:
---- In this Video I discuss some of the recent AI Art Controversy. Specifically whether 'Real Artists' can use AI in their process.
I talk about the history of technological assistance that artists have used as well as the reliance on reference. As well as the importance of having a solid illustration process.
Is AI just another tool for artists to use?
What separates great artists who use major technological crutches from those who are just refusing to learn the fundamentals?
Can we just consider ourselves 'Directors' and employ an 'anything goes' attitude to the process...
...Does the end justify the means?
----
00:00 Intro 03:16 Welcome 04:34 Where I'm Coming From 17:28 Is AI Just Another Tool? 21:16 There IS a History of Artists Using Technological Assists. 27:50 Where Technology Fits Into The Process Is Key 35:28 The Importance of A Plan... 37:30 Can You Use AI As A 'Real' Artist? 48:18 Every Crutch Helps... But Not If You Need It. 50:02 The 'But I'm A Director' Argument 57:04 Don't Mistake Correlation With Causation 1:00:21 Let Me Know What You Think
Let's talk about finding your art style and understanding why things look the way they do!
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- This video explores the complex journey of finding and understanding your unique art style, a concern that persists even for experienced artists. We dive into the mysteries surrounding style, examining why it's crucial for artists of all levels and how we can redefine our approach to acquiring it.
I delve into how technical limitations have shaped artistic styles throughout history, influencing everything from animation to painting. We'll uncover how restrictions inspired iconic styles and how understanding these influences can aid in developing your own. By exploring the functional aspects of style and its role in artistic expression, you'll learn how to leverage these insights to discover your voice as an artist.
This video aims to demystify the concept of style, increase visual literacy, and provide new tools to navigate your artistic journey. By the end, you'll have a fresh perspective on style and a clearer path to finding and embracing your unique artistic identity. ----
00:00 Intro 02:30 Welcome! 03:13 The Obvious Aspects of Style 04:46 Style As A Result of Technical Limitations 15:06 Style Affected by The Utility of the Image (What it needs to do) 26:00 Key Concepts of Style
With most types of stylised types of art - There is often a mix of structure and perspective and technical drawing.... combined with symbols and abstract features.
One of the hardest things I was faced with early on was designing different color schemes. I had some that worked but was often at a loss for how to make some scenes interesting.
One of the 'Theory' concepts that helped me understand how to handle comic pages was actually color proportion. This looks at how often images are made up of a majority of grey muddy nothing... with contrasting or complementary colors plus an accent or brighter color... and that it's pretty easy to think about the actual percentages of each color or set of colors that are used.
It's useful to visualise this as a triangle or pyramid of color. At the base is the foundational majority of the image... and at the top are the accent colors that are often used as part of the focal area.
This is a gross oversimplification, but it has served me well to organise things and figure out why images I liked worked.
In this video I talk about my journey to understanding and applying this better in some of my Comicbook work.
Below is an Automagically generated summary to help understand the video and aid search optimisation: ---- In this video, I explore the challenge of balancing intuition and theory in creating better images. I delve into the concept of color proportion, visualized as a pyramid, and how it has influenced my work in comic book art. This video covers my journey from relying on intuition to understanding and applying color theory in professional projects like comic books. We'll discuss the importance of vibrant accent colors against neutral tones and how this balance creates visually appealing images. I'll share insights and practical tips on planning and using color proportion in comic book pages to enhance storytelling and visual impact. ----
00:00 Intro 02:19 Welcome 03:02 Theory Vs Intuition 05:51 A Quick Overview Of Color Proportion 08:08 The Blessing And Curse Of Good Intuition... 21:03 Who Is Truely In Control Of What Goes Where? 27:35 Color Proportion Is King! (Along With A Bunch Of Other Stuff!) 34:16 Out!
Let's look at how successful artists use good color proportion to help make great images!
Here are the artists mentioned in this video:
00:00 Intro 02:32 Welcome 03:15 Brief Refresh of Color Pyramid (From previous video) 05:02 Frank Frazetta (Testament) 11:44 Mike Mignola + Dave Stewart (The Art Of Hellboy 18:13 Edgar Payne (Composition of Outdoor Painting) 21:10 Robert E. McGinnis (Tapestry) 26:05 The Art Of Porko Rosso (Hayo Miyazaki + Ghibli) 30:48 Hirokai Samura (Blade Of The Immortal Art Book) 35:43 Capcom Design Works (Capcom Artists) 42:54 Out!
Let's talk about how to actually apply color theory... through thinking about color proportion.
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- Color distribution within your artwork is fundamental to creating a captivating visual narrative. The challenge lies in determining not just which colors to use, but also how much of each color should be present to achieve a harmonious balance. This isn't about striking a 50-50 balance; artistic composition often demands a more nuanced approach.
Understanding color proportion is crucial for developing visual hierarchy, ensuring viewers perceive your artwork in a desired sequence. By visualizing color proportions through a pyramid-like structure, you can more effectively plan and adjust your images, ensuring each layer supports the next in guiding the viewer's eye.
In this discussion, I delve into the concept of balancing intense colors with neutral tones to create a dynamic composition. This method is particularly useful when dealing with complex scenes, whether in illustrations, comics, or even cinematic visuals. Through practical examples and a straightforward breakdown, I aim to demystify the process, making it accessible and applicable to your own creative projects.
Remember, the majority of an image often comprises subdued, neutral tones, which set the stage for vibrant accents to stand out. This strategic use of color contrast is what draws the viewer's attention to focal points, enhancing the overall impact of the composition. By understanding and manipulating these principles, you can elevate your artistry and engage your audience more effectively. ----
00:00 Intro 03:01 Welcome 03:44 Rules Are Rules? 06:18 Color Proportion Basics 23:09 Balance & Proprtion In Composition 26:31 How To Apply This...Two Strategies 31:09 Adjusting Color Proportion On The Fly 33:44 Balancing Visual Hierachy and Your 123 Read 38:47 How Mystical Is Balance Really?
Let's look at how successful artists use Form Vs Shape to help make great images!
Here are the artists mentioned in this video:
GEORGE BRIDGMAN - Mentioned in relation to "Bridgman's Complete Guide to Life Drawing."
BURN HOGARTH - Discussed in connection with his anatomy books.
LORD LEIGHTON - Mentioned in relation to his work that represents an end goal of rendering figures three-dimensionally.
THE HILDEBRANDT BROTHERS (specifically Tim Hildebrandt) - Mentioned in relation to a book showcasing their dedication to understanding three-dimensional form and painting.
ALAN DOIDER - French comic artist of "Jerome K. Jerome Bloche".
HAYO MIYAZAKI - Discussed in connection with "Nausicaa" manga and his stylized yet form-based rendering.
J.W. WATERHOUSE - Mentioned in relation to his flat image style with ambient lighting.
KATSUHIRO OTOMO - Discussed with reference to the "Akira" manga and its shape-based rendering.
ENKI BILAL - Mentioned with respect to the "Nikopol Trilogy," highlighting his unique style and mix of realism and abstraction.
ALEX TOTH - Discussed in relation to his "Zorro" work, noted for his mix of iconic representation and graphic shadow play.
FRANK FRAZETTA - Mentioned in connection with his various works, combining graphic shadow patterns with painted looks, often referenced for his strong focus on shapes and form.
00:00 Intro 02:12 Welcome 02:54 Form As Part Of Art Education (Bridgman & Hogarth) 06:10 Lord Leighton 09:11 Tim Hildebrandt 12:05 Alain Dodier (Jerome K. Jerome Bloche) 14:57 Hayo Miyazaki (Nausicaa Manga) 19:45 JW Waterhouse 21:35 Katsuhiro Otomo (Akira Manga) 25:42 Enki Bilal (Nikopol Trilogy) 27:59 Alex Toth (Zorro Comic) 30:17 Frank Frazetta (Testament Art Book) 34:31 How Can You Use This In Your Work?
In the beginning, even though I had a style... I didn't really know how it worked.
When I got feedback it was hard to know how to apply some of the things people were suggesting.
Often when I needed to increase contrast or impact or to make the image feel a different way... the road forward is unclear.
I think understanding how Style and Lighting interact, especially when it comes to rendering form vs leaving things less rendered (and thus focusing on shape) is a key component of Style.
It took me a long time to figure this stuff out. This video talks about my journey and struggles to get better and understand how my style really worked.
Here are some Automagically generated takeaways to help with search optimisation: ---- Early on. I was torn between painted realistic styles, and cartoony comic book styles I wasn't sure if I wanted to make things realistic or exaggerated.
A major part of this was not understanding how to leverage form versus shape. I wasn’t ever really shot how to get the looks I wanted, and I didn’t know how the style I had chosen really worked.
The concepts of painted style, comic book style, realism, and 'cartooniness' are often intermingled. But there are key differences in the way we represent the world which can drastically effect how our art looks. Often these are less about realism or ‘rendering’ and more to do with how we think about how lighting effects our art… be it in film, or comics, or video games.
Also… in the beginning, our style is often limited by our technical ability. We often choose a style based on what seems easy or achievable at the moment. There's also a tendency to value certain styles more because they appear more technically challenging. I used to think a rendered or painted style was better and more valuable.
One concept that helped me understand these different elements of style is form versus shape. In this video, I share my journey of mastering different aspects of creating images in comics, illustration, and concept art. By sharing my journey, I hope you can understand how these concepts might apply to your style.
KEY TAKEAWAY POINTS
1. FORM VS SHAPE - Form focuses on structure, anatomy, and three-dimensional aspects defined by lighting. - Shape is more iconographic and symbolic, simplifying objects into recognizable icons. 2. IMPACT OF TECHNICAL ABILITY - Initial style choices are often limited by technical skills. - We tend to value styles that seem more technically challenging. 3. UNDERSTANDING FORM & SHAPE GIVES YOU FREEDOM - Figuring out how to get the look you want is easier if you can tease out these different elements of style. - More technical ability will also give you more options when it comes to expressing yourself.
----
00:00 Intro 02:41 Welcome 03:24 Basic Concept of Form Vs Shape 06:08 Early on... 13:49 Problems With Not Having Style Sorted! 16:04 Progression And Combining Painted Styles With Comicbook Styles 18:21 Better Technical Foundation Can Influence Style 27:39 Going Back To Shape Focused Designs 30:35 Clean Line Style (Focusing on Flat Color Design in Comics) 32:49 Advantages of Cartoony Styles 34:10 Final Thoughts! 37:03 Out!
This is an idea that crosses all forms of Art, Illustration, Cinema, Animation, Video Games, Comics, Etc.
To what degree does lighting and form play a role in your artistic style?
One of the most important aspects of picture making is understanding the difference between form based imagery and shape based imagery.
In this video I look at this concept in depth so you can see how it affects the artistic styles around you!
Below is an Automagically generated summary to help understand the video and aid search optimisation:
---- DESCRIPTION TEXT Form versus shape is a critical concept in artistic style across cinema, comics, animation, and video games. This video explores how we perceive form and shape, which is foundational in understanding and creating different artistic styles. Form is about structure, anatomy, and the three-dimensional aspects of objects, often highlighted by lighting and tone. Shape, on the other hand, is more iconographic and symbolic, simplifying objects into recognizable icons or cartoons.
Understanding the balance between form and shape is essential for achieving the desired style, mood, and effect in your art. I demonstrate this through examples in Photoshop, comparing images with different focuses on lighting and form versus shape and object-based contrasts.
Lighting plays a significant role in form-based images, where light and shadow define the object's shape. Conversely, shape-based images rely more on color contrast and clear, flat lighting, as seen in cartoony styles like French clean line or works by Wes Anderson. These styles use minimal shadows, emphasizing shapes and features through color and design rather than light and shadow.
This concept also affects storytelling. Horror and suspense genres often use form-based imagery with dramatic lighting to create tension and ambiguity, as seen in Blade Runner and Alien. In contrast, more straightforward narratives, like those in cartoons or certain comic styles, use shape-based imagery for clarity and ease of understanding.
Exploring these contrasts helps artists understand how to manipulate form and shape to suit their stylistic and narrative needs. Different genres and mediums may lean more towards one approach, but blending these techniques can yield unique and effective results.
Understanding these concepts will improve your ability to analyze and create various styles in your art, whether you aim for the symbolic simplicity of cartoons or the nuanced realism of form-based illustrations.
KEY TAKEAWAY POINTS:
FORM VS SHAPE Form focuses on structure, anatomy, and three-dimensional aspects, often defined by lighting and tone. Shape is more iconographic and symbolic, simplifying objects into recognizable icons or cartoons.
LIGHTING AND PERCEPTION Lighting plays a crucial role in form-based images, defining objects through light and shadow. Shape-based images rely on color contrast and minimal shadows, emphasizing clear, flat lighting.
IMPACT ON STORYTELLING Form-based imagery with dramatic lighting creates tension and ambiguity, suited for genres like horror and suspense. Shape-based imagery provides clarity and ease of understanding, ideal for straightforward narratives and cartoons.
APPLICATION IN DIFFERENT MEDIUMS Cinema, comics, animation, and video games can all benefit from understanding the balance between form and shape. Blending these techniques can yield unique and effective artistic results.
IMPROVING ARTISTIC SKILLS Analyzing and applying form and shape concepts helps artists manipulate style and narrative effectively. These techniques are crucial for achieving desired artistic effects and improving overall skill in various artistic mediums. ---- 00:00 Intro 02:30 Welcome 03:13 Form V Shape Basics 06:38 Understanding This Concept in More Depth 16:10 Examples From Different Media and Mediums 29:25 Combining Rendering Styles 36:00 Key TakeAway + Real World Examples 39:47 Out
Let's take a deeper look at the new Apple Pencil Pro. And how this new tool bodes for Apple as a professional creative tech company.
The Pencil 'Pro' brings up a lot of questions around artist's tools and how we use them ...And what we should expect from people who make our tools.
Below is an Automagically generated summary to help understand the video and aid search optimisation: (I think it does a pretty good job of summing things up, despite sounding a bit generic)
---- Today, I'm looking at the new Apple Pencil Pro. It has some nice technological advancements and new features, but combined with the cost increase, and need to upgrade to a new iPad... it come with a hefty price tag.
Key Questions to Consider
Is it worth it? Is it actually good? Could it have been better? How does this impact our relationship with Apple as artists? Does this signal a time to get on... or get off, the Apple train... as creative professionals.
I've used iPads and Apple Pencils for years, often as a secondary or tertiary device, with my primary workstation being a PC. Despite some feedback suggesting I might be out of touch with modern mobile lifestyles, I've been using digital tools extensively, even as a digital nomad before it was a trend.
Initial Impressions:
When the first iPad Pro and Apple Pencil were released, I was among the first to buy them. I used them on the road and for various projects, experiencing both their strengths and limitations first-hand.
Features and Improvements:
The new Apple Pencil Pro features haptics, rotational control, and other improvements. While these are upgrades, the question remains: is it truly better? As artists, we adapt to our tools, whether they’re cutting-edge or not. Features like hover, which has been around on other devices for years, may not drastically change the user experience.
Fundamental Issues:
The Apple Pencil Pro is still not as ergonomically friendly as other tools. It's sleek but can be awkward to draw with. Despite improvements, it lacks major functionalities compared to older styluses from other brands. The design feels more like a spec bump than a genuine enhancement for artists.
Relationship with Apple:
Apple's focus on sleek, consumer-friendly design doesn't always align with the needs of professional artists. Tools should prioritize functionality and utility over aesthetics. The shiny, minimalist design ethos often disconnects from the messy, hands-on reality of artistic work.
Conclusion:
Is the new Apple Pencil Pro better? Yes, but it might not be enough. As artists, we need tools that truly support our creative process. This product feels like a step forward, but still not the leap we need. Let me know your thoughts in the comments. ----