FallCon is Coming October 6 & 7

The 19th Annual FallCon will be held at the Minnesota State Fairgrounds in St. Paul on October 6-7.

FallCon is Minnesota’s largest comic book convention. If you live near the Twin Cities, come check it out. It’s no Comic-Con (what else is?), but it is a well-organized event with big attendance and a lot of fun. This year the 501st Star Wars Club will be on hand. Their express purpose is “bringing together costume enthusiasts”, so expect to see lots of storm troopers.

Last year I spoke on a cartooning panel with a few other members of the National Cartoonists Society. From left to right: Me, Tom Richmond, Michael Jantze, and Jerry Van Amerongen:

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As always dozens of artists and creators will be on hand, both national and local (here’s the official list). For several years now I’ve shared a table with some of them. Stop on by and say “hi”!

Here’s the official info:

MCBA FALLCON COMIC BOOK CONVENTION
October 6 & 7, 2007
Minnesota State Fairgrounds
Education Building
1372 Cosgrove Ave
St. Paul, Minnesota 55108

Two days of pure comic book energy, 10 a.m. to 5 p.m. both days! Hundreds of comic book artists, writers, inkers and publishers! Dealers from all over the planet earth! An awesome event for the serious collector, the casual reader and everyone in between! A super gigantic 75,000 square foot hall bursting at the seams with unbelievably awesome comic book action! A kazillion different types of comic books, trade paperbacks & graphic novels and metric tons of comic book related stuff! FallCon is one of the fastest growing mega jacked comic book cons in the defined universe; it’s also a place to see & be seen at, a great opportunity to network and is the total package when it comes to fun and comic book blingetty bling! So round up your family & friends and come on down to FallCon! Something for Everyone and Everyone Welcome!

For More Info:
Official Webiste
Email: MNCBA@aol.com
http://profile.myspace.com/index.cfm?fuseaction=user.viewprofile&friendID=102936863
www.MNCBA.com

Schoolism.com: Turnarounds

As my regular blog readers know, I’m taking a character design class online from Stephen Silver over at schoolism.com. This week’s assignment was to do rough turnarounds of our character.

In animation, once a character design is approved the next step is to create “turnaround” drawings. The purpose is to make sure the storybaord artists, animators, and/or computer modellers can re-create the character accurately. Turnarounds are a tedious but essential part of any character designer’s job. For major characters, there are generally four to five drawings that need to be done: Front View, 3/4 Front View, Side View, 3/4 Back View, and/or Back View. For minor characters, usually only a Front 3/4 View and a Back 3/4 View are needed. To illustrate, here’s a turnaround sheet from The Flintstones (© Hanna-Barbara, courtesy of animationmeat.com)

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Turnarounds can be quite challenging. It’s relatively easy to do just one drawing of a character. But drawing the same character from other angles can complicate things. The most common difficulty for the artist is making sure that the character looks appealing and consistent from all angles. Easier said than done.

Turnarounds will also reveal any flaws or weakneses in the design. You may sketch a character that looks great from the side view, but draw him again from the front view and he may suddenly flatten out and get boring.

The classic Disney characters were created in the early days of animation, when many of the standards for quality and function were still evolving. As appealing as they are, some of the character designs would not necessarily pass muster by modern standards. For example…

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Look at Goofy’s turned-up nose. From the side view it stands proud and tall, and makes a great silhouette. But there’s a problem: it’s positioned directly in front of his eyes. In animation the eyes are the most expressive part of the face and therefore must always read clearly. To keep his eyes plainly visible, Goofy’s nose has to be sqaushed and/or his head has to be tilted down slightly in order for the front view to work.

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Similarly, Mickey Mouse’s ears have long frustrated his animators. No matter which way Mickey turns his head, his ears must always stay perfectly round in order to read clearly in silhouette. Of course this is physically impossible, it’s an animation “cheat”. Watch some of the old Mickey cartoons closely, and you’ll notice his ears dance all over his head.

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A good designer must also think about functionality. In animation a character can have crazy proportions, but he/she must still be able to act expressively and perform common tasks. For example, did you know Charlie Brown can only touch his nose if you look at him from the front? If you look at him from the side, his arms are too short to reach around his big head. I made this mockup to illustrate.

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Another great example is from The Incredibles. Far be it from me to criticize the brilliant work being done at Pixar, so I’ll let Pixar poke at themselves. Listen to the DVD commentary and you’ll hear them say that whenever Bob and Helen kiss, the camera has to shoot from just the right angle to pull off the illusion. The way the characters are designed (especially Bob’s chin and nose), their lips could never actually touch.

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Back to my Schoolism.com class: Since I’m currently designing characters for 3-2-1 Penguins! (new season premiering Oct. 6 on NBC), I’m familiar with turnarounds. But I still have room to improve.

My sketches of Dr. Jeckyll were done working late into the night (it’s been another busy freelance week), so there are plenty of flaws. First, I started backwards. The best way to do turnarounds is to start with a 3/4 view and then spin him around in your mind to get the other views. Instead, I did the front and side views first and then tried to smash them together into the 3/4 views. I wasted a lot of extra time trying to make that work.

Other things I need to fix: On the side view the head sits funny on the neck. The hunch of the back, the bowed legs, and the hands are all inconsistent from view to view. The necktie area needs to be defined more clearly. But these are just roughs so at this point I won’t sweat it too much.

It just goes to show, turnarounds are not as easy as they look.

“Monk”-ey Business

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One of my favorite TV shows is Monk, a dramedy about an obsessive-compulsive detective (Adrian Monk) played brilliantly by Emmy-winner Tony Shalhoub. Imagine if Sherlock Holmes had been wracked with anxieties and phobias, and you’ve got the essence of the character. His over-the-top attention to detail makes him an excellent detective but also an enormous frustration to the people around him. Monk is one of the top shows on cable, and for good reason. Its a fun premise with great characters and lots of humor, and almost no sex or foul language (proving a show can be clean and family-friendly without being dull.)

But Monk started out as something very different. Jim Hill has written a fascinating article about the origins of the show over at his blog. I was surprised to read that the show was originally created over at Disney, with hopes of putting Michael Richards (Kramer on Seinfeld) in the lead role. They apparantly wanted lots of bumbling and slapstick. More Inspector Clouseau than Sherlock Holmes.

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Personally I’m glad things didn’t turn out that way. Richards is a brilliant physical comedian, and I enjoy goofy slapstick if it’s done right (Mr. Bean, anyone?) But Monk wouldn’t work as a slapstick character. I think one of the reasons Monk is so popular is that most people can relate to him at some level. Almost everyone has at least a few little quirks, phobias, or eccentricities which we are secretly embarrassed about and/or which annoy the people close to us. Shalhoub understands this. Monk may be strange but Shalhoub also makes him very sympathetic. I could be wrong, but if Richards had played Monk my hunch is he would have been too cartoonish to be relatable.

You can watch Monk on USA Fridays at 9/8c. You can also purchase episodes on iTunes or rent them on DVD. Highly recommended.

Day of the Field Trip Zombies!

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A book I illustrated earlier this year has just been published. Day of the Field Trip Zombies was a project I did for Stone Arch Books. It’s a 32-page graphic novel designed to help elementary-aged boys improve their reading skills. It’s got everything a boy could want: action, humor, and zombie penguins!

I’ve illustrated seven children’s books, but until now the closest I’d come to comic books was inking two issues of Opposite Forces (a fun comic book mini-series created by Tom Bancroft), and illustrating a cartoon gospel tract. This was my first time actually pencilling and inking a full comic book on my own.

This project gave me a new appreciation for the work real comic book artists do. It’s one thing to illustrate a children’s book with just one image per page; it’s quite another thing to organize several images on the same page. Not only does each panel have to be well-composed, but you also have to think about the composition of the page as a whole and how the visual flow affects the pacing of the story. It’s a lot of work! Honestly I have to say I pulled it off with mixed results, but I sure learned a lot in the process.

Re-Post: Chen Yi Chang on Character Design

From the Archives…one of my earliest posts, when my little blog was still in diapers:

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This has been around for a while, but it’s still a great link. In October 2002 California State Polytechnic University Pomona filmed a presentation by Disney character design supervisor Chen Yi Chang (Batman, Mulan, Tarzan). For over two hours Chang gives a multimedia discusssion covering the basics of good character design and technique. Then he reviewed student’s work for another hour. There’s some really good stuff here, mostly a refresher on the basics but still very inspiring!

UPDATE: For those of you who would rather read (and see some good artwork), here’s an interview with Chin Yi Chang from the Character Design Blog. Scroll down to the bottom of the page to see some samples of his work.

The Reality of Working for Yourself

I love being self-employed. Freelancing has worked out for me (going on eleven years now), and I’m extremely grateful. I wish the same success and happiness to anyone else preparing to venture out on their own.

However, it isn’t always a bed of roses. If you are considering a career in freelance, the last thing you want to do is go into it starry-eyed or unprepared. Here’s a good article I recently stumbled upon that lists some of the not-always-pleasant-but-very-real aspects of being self-employed:

The Reality of Working for Yourself

Far be it from me to discourage anyone from pursuing freelance. It’s a wonderful way to work. Just make sure you jump into it with your eyes open.

(Thanks to Freelance Switch for the link.)