Showing posts with label increasing complexity. Show all posts
Showing posts with label increasing complexity. Show all posts

Monday, July 19, 2010

Technothrash revisited


Over at the Illogical Contraption, mr. Cobras has been gracious enough to host another compilation by myself after the one on Greek metal and another on progressive metal. This time it's about technothrash. You can go download it and read about the bands featured over there if you're so inclined. If you're not you should click on the link below instead.



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Tuesday, December 8, 2009

Say yes to everything

art by me and Dave Stoner

Here's an interesting opinion piece by one Dave Eggers. I don't know who this man is or what he has contributed to the cultural landscape (probably because I'm Greek) but the piece stands on its own and it got me thinking. These thoughts I typed in on my computer and it is said that the reckless and brave may search for them below.

A noble adventurer you are!

So, the impression I get from this is that Dave Eggers is a happy man. He must have found a degree of contentment in the positive feedback loops that are built into his daily life. The phenomenon he describes (the mental trap of 'keeping it real' and being venomously disappointed in those that don't) I believe occurs first and hardest during one's puberty for the primary reason that that period is characterized the most by inner turmoil and cognitive dissonance between what one desires the world to be and what others pressure one to accept is.

I haven't met anyone that doesn't have some knee-jerk reaction against what they perceive as missteps from the true path in the lives and careers of their favorite artists. I believe that most of all this happens because that distant failure acts as a reminder of our own very proximal shortcomings in adhering to what usually is a strict moral code. A code not borne out of practicality but from a necessary interpretation of causality. This happens because that happened and that's bad. Our morality is based on simplifications and generalizations and that's not the space in which real human beings live.

Humans live in the ambiguity of constantly shifting and complex situations, where the true way is dim and even if one manages to follow it it doesn't always feel as good as one would expect it to be. That's where Dave Eggers lives but Dave Eggers is a happy man because he's successful, and I don't mean this in the strict financial sense, he is successful because he has made sense of his environment and function and has perhaps achieved a degree of inward pacification just through constant, busy reinforcement of positive routines. He can do a little bad (hang out with Puff Daddy) because he's doing a lot of good, is what he's working towards with listing his charity work. I get the impression that Dave Eggers is a huge workaholic also.

For those of us that haven't found our place yet, his words, while admirable, are more distant. His rationalization of how doing is living and not doing and complaining is poison rings true (as many "it's all MY fault" sentiments do) but is no less far away for it. Existential ennui leads to strings of smaller disappointments because second-guessing and dissecting small happenings and paralyzing/analyzing is what people without a work they enjoy and a social place in the world that respects them etc end up do for a living. Well get a job, Dave Eggers might say, say yes to all the things you say no he might continue. Some people don't get asked anything they could say no to, though.

People bitch because they're unhappy, is what I'm getting at, and while Eggers is taking a stand for his own sense of self-worth with the above text, victimizing the complainers doesn't help in understanding. He builds a straw-man, a very comfortable and common one in fact; the disaffected youth who's preoccupied with tearing down his idols and marginalizes a large part of that experience as 'poison'. He doesn't touch on what makes one like that at all. Is there perhaps a social system, a dynamic that creates disaffected youth, is perhaps the modern world not good for one's psyche? This aspect, the difficult aspect of the discussion isn't touched on, instead he explains how saying yes to meeting Puff Daddy is a good thing, otherwise he wouldnt've met Puff Daddy and he's a curious man. It's a sentiment we can all share, wouldn't we rather fulfill our curiosities instead of not? But is life this playground of curiosities to be fulfilled? Is it perhaps also a constant battle for (psychological besides physical) survival where if you misspent your time and effort you might have screwed up everything for good? Not everyone has risen above like Dave Eggers, I mean.

People are unhappy because the world is a suffocating place and not everybody will happen on the blessed circumstance where talent, ambition and luck converge to get a them their comfortable niche. I appreciate Dave Eggers' sentiment and his positivity and I'm glad that he's not successful and also disappointed anymore. if I ever get to where he is I hope I'll be saying similar things. But home is far away right now, and there's doubts and harsh judgments and self-loathing still that cannot be ameliorated with the suggested 'be positive!' mantras. Willpower will not make me a happier man, it is mostly, depressingly, luck that will. Until then I'll make what I make and complain about how this or that isn't true and has disappointed me sometimes, it's not poison in itself, it's a reflection of a world that disappoints. Sometimes when the world doesn't come knocking with beautiful, curious opportunities, the only way to keep sane is to knock on the world oneself.

-Helm

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Sunday, October 18, 2009

An Examination of Black &White


Below the jump is a spontaneous examination of the properties of black and white comics in contrast to 'comics with implied color' and of course a wonderful excuse to look at the work of José Antonio Muñoz



As a preface I must tell you I am no academic. In fact the subject at hand is the one that proved to me I could never be an academic. I was studying in a Greek school for comics and animation and I was on my third year and I had to write a paper on the attributes of black and white comics, the visual strength of the language, so on. The things I'll very briefly touch on on the below text. As you can see, I'm doing it now, for my own pleasure, but at the time I couldn't find it in me to sit down and write the text 'because the school said I had to'. So I quit that school on the final stretch. I'm not saying this with any pride, just to explain how the below impressions are reflexive and not validated by the academic heavy-lifting of say, writing a 10,000 word piece on it, with 5 pages of awesome footnotes at the end.

In fact, of all the reasons to write something like this, what it took is a comment on the wonderful gaming-and-more Rock, Paper, Shotgun website, about the new comic of Emma Vicelli, which you can read the opening of here. In the commentspace below, the user Dorian Cornelius Jasper said the following:

It’s a shame she’s hid her prettier line art among screentones. It’s always difficult to resist the urge to use tones as for general shading, especially when compared to the alternative of hatching–always a frightening prospect.

Though I find black and white comics, manga-influenced or not, do benefit from playing up their black-and-whiteness and saving the grays for special occasions. Or for scene-setting.

(Come to think of it, a certain Mr. the McKelvie was pretty good at screentones and stark blackywhiteness, both at the same time. Saw it in a comic, I did.)


To which I replied below:

"I do agree over-reliance to comic tone isn’t the greatest idea for a comic not made by a studio. The initial reason comic tone was so widely adopted by the Japanese industry is for fast production reasons. The head honcho would do some vague pencils, hand the page over to the inkers, then over to the comic tone dudes. This is how big Japanese manga studios do 20 pages of comics a week. The reason it’s handy is because the head honcho artist can just write “use screen tone here” inside a hastily covered shape and he knows how, more or less, the end result will look.

Of course 20% inks and 80% comic tone is the aesthetic manga readers have grown used to nowadays, so when it’s used by lone artists, it’s for this reason, that they simply find it aesthetically pleasing on its own. I sometimes do also, sadly not in the case of this – otherwise beautiful and interesting – webcomic.

I strongly agree with you black and white comics should play up their black and white-ness. Ideally (this is what I try to do for my own comics) a good black and white page would NOT benefit from color work. As in, if someone went in and colored it, he’d have problems with the ambiguity of texture and space that the black and white comic used to its own advantage."

And then I proceeded to link to images of José Muñoz, one of my favourite and most accomplished black and white comic artists.

Let's go over this from the top though, for the readers here not intimately familiar with this comic tone business and its artistic implications. Let's look at a few samples:



Here, every filled surface the viewer notes, the grayscale forms and the textures, are all comic tone. They're not real grays, they're made up of small, ordered black artifacts of various permutations (though usually halftone round) that when printed at fine enough resolution (usually 300 or 600 dots per inch) they look like variations of grey or even pre-made textural elements. These tones are cut in the desired shape from a transparent layer and placed in the desired location on the inked art.



Manga artists often go in on the applied tone and rub out areas, effectively moulding highlights on the forms (can be noted above on the bathing suit and the hair). For the purposes of explanation let's think of the above page before it was comic-toned. As I do not have an original, let's just pretend with Photoshop Levels,


(also mentally remove the deep etch jacket patterns)

As you can see, comic tone takes up a significantly large amount of the explanatory and volumetric duties of the illustrations. Without it sometimes it's difficult to tell what something is supposed to be, since the inking supplied is usually just an outline. The inkers employed are fully informed of what the comic-tone artist is going to do next. I submit that the initial premise and introduction of comic tone to the Japanese industry is a technical innovation to help printed comics appear closer to the colored ideal. As it has been often noted, color comics sell more than monochromatic comics, and monochromatic comics sell more that purely black and white comics. It must have something to do with the reptilian brain, if it's bright and shiny, pick it up, if it's black and white, let it lie (and to take it a step further, if it's using the full lightness spectrum, like comic tone lets you do reliably, then it's more interesting to look at than just black and white).

The innovation of comic tone was that it could make work printed out of a purely black and white printer look as if it supported shades of gray. It's a very telling thing also that when celebrated manga artists start a new book in a series, they often debut the first four or five pages of it in full color, as a buyer incentive. This isn't to say that these artists are only doing black and white for speed and because that's how their industry is set, a lot of them seem exceptionally well informed of the properties of clear black and white work. It does say a lot about buyer habits and assumptions when it comes to comics, though.

Of course the aesthetic qualities of comic tone grew into their own even in a deadline-restricted environment as the manga world, as artists experimented with their deployment. Personally I'd rather read a comic with heavy-duty comic tone today than heavy-duty photoshop coloring. There's something pleasing about the carved shapes of the tone and then the rubbed out highlights, and it's something I often do for my own work as well.

However it must be underlined that comic tone often rests in the uneasy between-space of the black and white, impressionist comic art world and the full-color illustrative comics world. When too much explanatory burden is placed on tones, instead of the primary tools of the black and white comics artist (namely, the white of their paper and the black of their ink) then it tends to look like... a color comic someone ran through a grayscale filter. A good test is this: squint your eyes: if you're looking at a gray middle blur of a page, there might be the case that too much comic tone has been used.

Instead, purely black and white comics fully embrace their status as such; Forms are often implied with smart applications of the gestalt principle and the quality of the surfaces, the active texture of the implied geometry is often left in an Ideal plane, for the reader to conjure and apply as they read. This aspect of black and white comics makes the more interactive than fully colored, illustrative ones, I submit. Friend and fellow artist Graham Lackey once said to me "often I think all the surfaces in black and white comics would be made out of a ceramic white substance" which I find very helpful sometimes when I work and I catch myself being obbsessed with conveying a realistic surface "don't bother," says Lackeyghost inside my head "it's all made out of egg shells anyway".

As I said in the initial comment that sparked this whole post, I submit that the black and white comics that arrive to an almost impressionist paradigm through usage of their fundamental building blocks can more easily recognized by a simple test: Would coloring them offer clarification of the forms? Would it increase visual interest or punctuate their design? Most often than not, it's not the case. A startling example is V for Vendetta, by David Lloyd and Alan Moore. It was initially made in black and white, and masterfully so:



and then for the collected book edition they went in and colored it, awfully:




But since we can, let's look at some of José Muñoz's work from his long-running series Alack Sinner for more examples of black and white done amazingly right:



This is early Alack Sinner, highly descriptive volumes, closed forms, could be colored with no increase or decrease in quality.



This is a bit later. The lines are fatter and more expressive. Broken forms leave more to the imagination. Realism slowly drops from the priorities of the artist. A plant is just a collection of abstract geometry, and a parking lot is a white, contrasting, empty form.



Here black and white no longer just dictate outlines and shapes, they also merge with the informational duties others assign to comic tone or cross-hatching or chiaroscuro: the suggest light, compositional focus and direction, flow and emotive cue. What is snow, what is skin, what is cloth, what is brick, they're all one thing, and the other is shadow, darkness.



Sides of books no longer need be explicitly mentioned, the artist trusts the viewer more, more is left to the imagination, yet strangely the scene seems still effectively set and unambiguous.








I could go on and on, but I'll stop here because I have to work on my own comic. Page 23 is going to be finished tonight, and page 19 will be posted tomorrow, as usual. Thanks for reading.

-Helm


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Monday, June 29, 2009

ZX page 4 : Doubletalk



Again, read the whole sequence from the beginning for proper pacing.

This is chapter 1, done. So far the chapters I've drawn are mostly 3-4 pages each, so it's a good point to recap.

At the discreet mention of several readers, I'll be trying to write more about these pages, even if they're fresh. I will not talk about the storyline directly as I think that can only be achieved when it's over and done, but I will talk about the formalist aspects of making these pages, again. A lot of readers seem to enjoy the talk about how comics work under the hood, and I do also. From the comments of the previous page:

Storytelling is the vital concern here, not for it to be drawn too flashy or for the sequences to be distracting with smart tricks. I spend most of the time thinking how the page flows and about timing. Comics are a brittle medium and when they're broken a lot of people don't realize they are, they just revert to experiencing them not as comics, but as a series of disjointed images. They don't realize why they aren't enjoying the narrative, even though they might think the drawings are good and the story itself is good. The gel that holds everything together in comics is the subjective perception of time and how the artist handles it. A comic first and foremost must have good tempo and sequential interest, the rest is secondary. Yes, even the 'great story' one might have had in mind and his great characters and great plot twists. All these come after.

I realize these are the things people that do not draw as well as others say to rationalize their faults as draftsmen... so be it. There's still truth in that. I never wanted to become a painter or an illustrator.

Also tangentially, I remember talking with a Greek comic artist of great repute (and deservedly so, I'd say) about 5 years ago when I was still an unknown in the Greek comics field and we were discussing this or that (I think it was Andrea Pazienza's work) and he said he hated it and put it as an ultimatum "you don't switch styles in the middle of the story/page". I remember how much I disagreed with that finality then but I couldn't exactly put it to words why (besides that I adore Pazienza's work, personally). His argumentation rested on that style-switching pulls the viewer out of the story and makes them remember they're reading a comic, which was bad, in his opinion.

Let's look at these pages now, years later, and note how often I switch rendering styles (almost from panel to panel, actually) and how little - if at all - it impairs the reader's engagement with the story.

There is an unexplored level in making comics in that area, between style and rendering and storytelling, that not a lot of comic artists have delved into. Most like to find their own style and keep to it for all their time as an artist, fearing both the challenges of communicating the charges of a style switch and possibly how unmarketable a comic is when it doesn't have a stable 'look'. Hopefully nowadays where people are making comics for various other reasons besides selling them to publishers, we'll see more experimentation with altering the viewer perception of the physical on a panel-by-panel basis.

Look at the first panel with the 'many lines form shapes' rendering, think of why I choose to involve the reader emotionally so much with a busy panel of outside a car, and how the next panel inside the car is mostly clear and clean, almost if as if awash with a comforting inner glow: inside the car they feel safe and comfortable, it's their familiar zone. Outside the darkness spreads with the night, a sea of possibilities slithers...

Third panel, 'quasi psycho' is punctuated by the steep darkness to the side of the Marathon Dam because a grim predition it might be.

Fourth panel, watch how words come between the co-protagonists, a light and a darkness faded with the uncertainty of grays. It is almost as if Stephan doesn't surely believe what he's saying there, isn't it? Smaller lettering, a smaller voice, for a small lie? Sideways glance into the wound. Check out how these long horisontal panels that touch the borders of the page seem to take forever, as compared to the short staccato panel where ZX made his statement. ZX is a direct robot.

Centerpiece panel of the girl, this is Stephan's memory viewer, look how the background (of the cafe interior) is skewed like a cubist painting. Isn't memory of places something like that? Do we remember places in perfect geometry, or do we cut and splice infinite times every second, different vantages, different details, trying to keep abreast the core of the memory. Which in this case is Mary.

Last panel is prefaced with a long vertical raster effect, to convey the time it takes for Stephan to reply. When asked difficult questions, Stephan takes some time to reply, but he always does. The terms might not be certain, but he's trying to commit to even them, by at least voicing them.


On other news, I am working on page 11. It goes well. I am a man with a purpose.

Please comment and discuss on the goings on as you desire.

-Helm

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Monday, June 15, 2009

ZX Page 2 : A Friendly Robot Ear


Here we start to meet two thirds of the main cast a bit more up close and personal. It is useful to have the ability to produce holograms from the palms of your hands when trying to convey highly specific stereotypes. Perks of being a robot, I guess.

I generally suggest that every Monday when I post a new page, you read the last few pages again so you can keep the pacing of the comic in mind.

Feedback is greatly encouraged, as always.

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