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Well, the Rogues of Clwyd-Rhan comic for Wednesday, September 29 did get done in time after all, thanks to me getting second wind with my scriptwriting for Floor and my dogged determination. It's not my best, visually, but my philosophy has always been that the most important thing is to keep the story going.
I sometimes get frustrated about having to do pages full of talking heads when I'm capable of drawing much more. Visually, the entire trial sequence is not among my best. However:
-The court sequence has other, redeeming qualities. I think the dialogue and characterisation, and the revelations about the back story, are at least keeping it interesting for the readers even if the visuals occasionally let it down.
- Even a talking heads sequence can teach me new tricks that I can apply later to make similar sequence more interesting. Talking heads can be visually appealing if you put a bit more thought into composition. For example, one of my studio-mates is in favor of isocephaly - the idea that between two panels, you keep the heads at more or less the same height. This makes for a quieter, less crowded looking, more readable layout - but only if everything else varies between these two panels. I have applied the idea in many sequences in this story, and it does help anchor the flow of a page if there are many changes in "camera" angle and zoom. In sequences with talking heads, though, using it makes it dull, and now I'm learning to avoid it in those sequences after having used it for so long. Expect the next part of the trial sequence to be more 'baroque' composition-wise.

I do think I can draw much better than I have been doing lately, and I have proved it to myself with a drawing that you will see cropping up in places later. The Grimborg sequence, which will follow the Trial, will have much more emphasis on the art. And for future storylines, my intention is to change the format so that I can spend more time planning and drawing the comic, and less time coloring and tweaking it. Coloring, lettering and final tweaks are the big time sinks, and freeing up that time will help the art a lot.


This page contains a single entry from the blog posted on September 28, 2004 4:10 PM.

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