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The Laws of being A Comic Book Creator according to Bakuman
Gohlico at 8:08AM, Feb. 17, 2009
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5 Laws of Being A Comic Book Creator

1) Never create a superficial work. Pour your blood into the ink!

2) Never chase after popularity, which is transient as a flower. Dig deep in the earth and put down roots.

3) No matter how much status you attain, you must never have regrets. If the choice is between peace and storm, choose the storm.

4) If you should fail, never cry. Study your failure and let it give birth to success.

5) Even if you obey the previous rules, never think you alone are right. Learn from everything and everyone around you.


3 Laws of Being A Non-genius Comic Book Creator

1) Be conceited. Believe that you can do better than anyone else.

2) Work hard.

3) Be lucky.


last edited on July 14, 2011 12:38PM
NickGuy at 11:15AM, Feb. 17, 2009
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haha nice. heres my rules...

1) dont be afraid to stab someone in the back...they are just waiting for you to turn so they can do it to you, so do it to them first.

2) when you make it big, talk about the early days like they were golden and glorious...dont ever mentiont hat you shafted someone.

3) dont be afraid to KISS SERIOUS ASS.

4) Be TWO of these THREE things: really fast, really nice and easy to work with, and really good

5) KEEP IT SIMPLE. dont do crazy layouts and compositions unless you can pull it off.

6) BE ON TIME. It is impossible to shake the stigma of being late and lazy once you acquire it. and delays are one thing that is hurting the comics as is. dont make it worse.

7) BE GOOD. seriously...the only way to be a good artist is to just BE A GOOD ARTIST.

8) Know storytelling. drawing every single brick on a building is not storytelling. Drawing one lamppost and a black rectangle for the sake of creating a mood and to move the story along is.

9) HAVE GOOD IDEAS. dont just repeat the status quo. shake shit up.

10) KNOW COMIC BOOK HISTORY.

"Kung Fu Komix IS...hardcore martial art action all the way. 8/10" -Harkovast
"Kung Fu Komix is that rare comic that is made with heart and love of the medium, and it delivers" -Zenstrive
"Kung Fu Komix is...so awesome" -threeeyeswurm
"Kung Fu Komix is..told with all the stupid exuberance of the genre it parodies" -The Real Macabre
last edited on July 14, 2011 2:15PM
Senshuu at 2:44PM, Feb. 17, 2009
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Gohlico
1) Be conceited. Believe that you can do better than anyone else.


You can avoid being called conceited at all; what you're doing SHOULD be unique and no one else's work or story or execution; it's all yours, and no one could do it better. :D

...I don't know my comic book history as well as I should. D:
last edited on July 14, 2011 3:27PM
Gohlico at 9:20PM, Feb. 17, 2009
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Senshuu
Gohlico
1) Be conceited. Believe that you can do better than anyone else.


You can avoid being called conceited at all; what you're doing SHOULD be unique and no one else's work or story or execution; it's all yours, and no one could do it better. :D

...I don't know my comic book history as well as I should. D:


If you ask me, I think the author meant "confident". You should be confident of your work. Conceited is a little too negative.


last edited on July 14, 2011 12:38PM
Skullbie at 1:09PM, Feb. 18, 2009
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skullpee's rules:

1. Be unique, stop rehashing cliche ideas as 'parody' because you can't think of anything original.

2. Popularity is everything, you've nothing to lose, only gain.

3. Network, make friends with like comic artists.

4. Stop crying no one reads your comic and go advertise it pussbutthole.

5. Learn from the pros.


laws of a pussybutthole;
1. start a yaoi/furry comic as a 'parody' of an established plot.
2. think your readers will come to you and don't advertise.
3. complain that every update is shitty so the fans'll give you free asspats.
4. pussybutthole.
last edited on July 14, 2011 3:47PM
PIT_FACE at 3:17PM, Feb. 18, 2009
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Someone
3) No matter how much status you attain, you must never have regrets. If the choice is between peace and storm, choose the storm.

dance with me...DANCE WITH ME!!!!

1. Be unique, stop rehashing cliche ideas as 'parody' because you can't think of anything original.

2. Popularity is everything, you've nothing to lose, only gain.

3. Network, make friends with like comic artists.

4. Stop crying no one reads your comic and go advertise it pussbutthole.

5. Learn from the pros.


laws of a pussybutthole;
1. start a yaoi/furry comic as a 'parody' of an established plot.
2. think your readers will come to you and don't advertise.
3. complain that every update is shitty so the fans'll give you free asspats.
4. pussybutthole.

quite right. get up and make some damn noise!people arent gonna recognize you just becuase you think you make pretty art. go get some fuckin attention! being politly quiet doesnt get you jack shit here.
last edited on July 14, 2011 2:44PM
Senshuu at 9:46PM, Feb. 18, 2009
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Skullbie
2. Popularity is everything, you've nothing to lose



Except your souuul

Quality is everything, whether it's the art, writing, or humor. :D Popularity is transient, and different from being "well-known".
last edited on July 14, 2011 3:27PM
NickGuy at 10:42AM, Feb. 19, 2009
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Senshuu
...I don't know my comic book history as well as I should. D:


alot of artists and writers dont.

"Kung Fu Komix IS...hardcore martial art action all the way. 8/10" -Harkovast
"Kung Fu Komix is that rare comic that is made with heart and love of the medium, and it delivers" -Zenstrive
"Kung Fu Komix is...so awesome" -threeeyeswurm
"Kung Fu Komix is..told with all the stupid exuberance of the genre it parodies" -The Real Macabre
last edited on July 14, 2011 2:15PM
NickGuy at 10:45AM, Feb. 19, 2009
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posts: 988
joined: 2-22-2007
Skullbie
skullpee's rules:

1. Be unique, stop rehashing cliche ideas as 'parody' because you can't think of anything original.

2. Popularity is everything, you've nothing to lose, only gain.

3. Network, make friends with like comic artists.

4. Stop crying no one reads your comic and go advertise it pussbutthole.

5. Learn from the pros.



none of those except maybe number 3 has anything to do with being a creator...thats only your opinion.

"Kung Fu Komix IS...hardcore martial art action all the way. 8/10" -Harkovast
"Kung Fu Komix is that rare comic that is made with heart and love of the medium, and it delivers" -Zenstrive
"Kung Fu Komix is...so awesome" -threeeyeswurm
"Kung Fu Komix is..told with all the stupid exuberance of the genre it parodies" -The Real Macabre
last edited on July 14, 2011 2:15PM
PIT_FACE at 12:12PM, Feb. 19, 2009
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posts: 2,540
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also, if you wanna be a well known, you gotta get connections.
last edited on July 14, 2011 2:44PM
Ryuthehedgewolf at 5:33PM, Feb. 19, 2009
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I suppose I'll throw something down here.

1.) Come up with something original. Now, don't keep saying, "Oh, nothing is original", because that is bull. I'm sure you are completely capable of coming up with something that nobody, or barely anybody has thought of before. So do it, and don't complain.

2.) Develop your own style. This one will take a while. But do not, I repeat, DO NOT copy another artist's style. It is annoying, and it's just, well, rather stupid. However, you may steal bits and pieces of other artist's styles. Now I don't mean steal characters, just the way how they draw things. Don't steal the whole concept of their style (Sonic the Hedgehog is a great example. Especially since I used to), just little pieces, such as eyes, legs, clothes, etc.

Now, for #2, I know it's possible to do. I've done it. I used to draw in a Sonic the Hedgehog cartoony style. That's how I drew for...maybe 3, 4 years? It wasn't until maybe mid-last year that I realized how lame it was getting. I realized that it was going to be near impossible to get anything published if I kept that up. So I took the time, and kept at it. I swear, I spent hours, and hours, and hours just trying to come up with good ideas.
A good way to start developing your own style, is look around for inspiration. Think of the kind of style you would like to develop. Then start studying artists who use styles similar to the one you want. And just practice, practice, practice.

3.) Be prepared to spend long periods of your time drawing. If you ever even want to DREAM of becoming a good, decent, or amazing artist. You need to draw. Now I'm not talking about doodling in class, and then don't bother drawing at home. I mean, be prepared to sit down, and draw for long periods of time, for a while. Drawing comics is hard work. If you ever want to be any good, you have to have drive, you have to be dedicated, you have to have a pretty good work ethic. These are traits you can probably develop.

And uh. That's all I can think of D:
last edited on July 14, 2011 3:16PM
Skullbie at 1:32AM, Feb. 20, 2009
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posts: 4,705
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NickGuy
Skullbie
skullpee's rules:

1. Be unique, stop rehashing cliche ideas as 'parody' because you can't think of anything original.

2. Popularity is everything, you've nothing to lose, only gain.

3. Network, make friends with like comic artists.

4. Stop crying no one reads your comic and go advertise it pussbutthole.

5. Learn from the pros.



none of those except maybe number 3 has anything to do with being a creator...thats only your opinion.

All of them excluding #2 have to do with being a creator, and i must say they all beat stabbing others in the back. B)
last edited on July 14, 2011 3:47PM
Skullbie at 1:46AM, Feb. 20, 2009
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posts: 4,705
joined: 12-9-2007
And of couse they're just opinions, there's never a one set way to do things so you must follow your heart and pave your own path


Ryu's got a good list :)
last edited on July 14, 2011 3:47PM
Ryuthehedgewolf at 3:37AM, Feb. 20, 2009
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posts: 1,340
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Skullbie
Ryu's got a good list :)


Aww, well thanks Skullbie! :D

I think I forgot one. I can't believe I didn't put it in there earlier!

4.) Be prepared to know the history of comic books (Famous artists, different companies, etc)
Don't try to break into the comic business without this one. If you are completely oblivious to it, just do some research. That's all it really takes. It's not like you'll be tested on it, but it's always nice to know. Be sure to know the names of some of the great Comic artists from over the years (Jim Lee, Jack Kirby, Todd McFarlane...), and maybe even how Image Comics was formed!

And last but not least,

5.) Use what your comfortable with, but make sure it doesn't hurt the quality of the pages you are producing!
This one is a biggie. The trick is, to use what your comfortable with, but also make sure it's producing a good quality page. Don't use lined paper, and definitely do not use ultra fine sharpies. Take from a guy who knows, I did it before, and it hurt the quality of the pages. Instead, maybe start out slow, get some copy paper and some microns. That's how I started. But then try to move on to something else, maybe a tablet for some digital inking? Or a good ol' brush and ink? Hunt Crow Quill #102? Or even one of the fantastic Pentel Pocket Brush Pens?

Don't be afraid to try new things. Because it's how you grow as an artist.
Also, be sure to have at LEAST basic knowledge of perspective and anatomy. Because if you don't, it'll make your pages boring. I would know. I have basic knowledge of it, and I'm trying to put it to good use now.

So, with all these tips, you can catch them all!
Wait. No, that's not right.
You can become a good comic book artist!
:D
last edited on July 14, 2011 3:16PM
mlai at 5:23AM, Feb. 20, 2009
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Why must anyone "know the history" of comic books to be a comic book creator? That's the least important "law" I've heard so far.

Sure, you need to know which companies to submit your resume/portfolio to, and you need to study pro artists and take from their strengths... but none of that involves "knowing the history of comics," by which I take you mean knowing the history of the industry, and maybe the storyline history of Marvel/DC franchises.

FIGHT current chapter: Filling In The Gaps
FIGHT_2 current chapter: Light Years of Gold
last edited on July 14, 2011 2:06PM
NickGuy at 10:39AM, Feb. 20, 2009
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posts: 988
joined: 2-22-2007
mlai
Why must anyone "know the history" of comic books to be a comic book creator? That's the least important "law" I've heard so far.

Sure, you need to know which companies to submit your resume/portfolio to, and you need to study pro artists and take from their strengths... but none of that involves "knowing the history of comics," by which I take you mean knowing the history of the industry, and maybe the storyline history of Marvel/DC franchises.


because ignorance hurts, thats why. Know who bill finger is, know how he got screwed. Know what happened to simon and shuster and MAKE SURE IT DOESNT HAPPEN TO YOU.

Screw the storyline histories, those arent important. The history of comics itself is what you need to know. Comics history is very brutal and alot of people dont know that. they think it was fun and games. stan lee is a liar, he sugar coated everything.

Know why bob kane is a douchebag.
Know who Nick cardy is.
Know who Neal adams is, and, more importantly, know WHY he is so important to comics history.
Know WHY superhero comics came to be.
Know about the Kefauver hearings.
Know about the "british invasion" of the late 70s early 80s.

just know the history of comics, particularly from the 30's on. It's probably the MOST important law to being a creator. If you know comic history, you can reference it in your work. you can spot it in other peoples work. I mean, If I make a mention of Eiger and Robinson, who knows what Im talking about?

You wouldnt start a career without knowing its history in any other entertainment proffession, so why should comics be any different?

"Kung Fu Komix IS...hardcore martial art action all the way. 8/10" -Harkovast
"Kung Fu Komix is that rare comic that is made with heart and love of the medium, and it delivers" -Zenstrive
"Kung Fu Komix is...so awesome" -threeeyeswurm
"Kung Fu Komix is..told with all the stupid exuberance of the genre it parodies" -The Real Macabre
last edited on July 14, 2011 2:15PM
Daiconv at 10:44AM, Feb. 20, 2009
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posts: 133
joined: 2-7-2008
Skullbie
laws of a pussybutthole;
1. start a yaoi/furry comic as a 'parody' of an established plot.
2. think your readers will come to you and don't advertise.
3. complain that every update is shitty so the fans'll give you free asspats.
4. pussybutthole.



I need to print this out and post it over top my drawing table
without buttcheecks, it's just a hole.
last edited on July 14, 2011 12:03PM
Daiconv at 10:56AM, Feb. 20, 2009
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posts: 133
joined: 2-7-2008
My personal comic making rules are basically quotes from gurren lagann. They work better if you point your finger in the air while you recite them aloud:

-"Throw away your logic and kick reason to the curb!

Beautifully following the golden road! If there’s a wall, we knock it down!

It’s a road built with these hands! The Magma of the Heart’s Final Ignition!
The perfect fusion: GURREN-LAGANN! (...er I mean, COMIC-PAGES!)"

-"Aniki is dead. He's not here anymore! But on my back, and in my heart, he lives on in me! My is the one that pieces the heavens! Even if that hole becomes my grave, as long as I break through, I shall be victorious! Who the hell do you think I am?! I'm ! I'm not my brother Kamina! I am myself! the !!!"
without buttcheecks, it's just a hole.
last edited on July 14, 2011 12:03PM
NickGuy at 11:35AM, Feb. 20, 2009
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posts: 988
joined: 2-22-2007
The problem I have with the rules you posted, skullbie, is that they have less to do with being a comic book creator and more about the CONTENT of the book. Those are fine rules if you want to say "rules for making a good original comic" but being a creator in general, not so much.

I say know the history of comics because that is important and you are a moron if you dont think so. and by history people confuse that with "know when thor fought unus the untouchable in 1977". no. thats all irrelevant.

know about the creators and what they mean to comics, how they shaped the current landscape.

Know art spiegelman for his other work besides Maus. as John buscema said "throw away your eraser!"

be on time. be on time. BE ON TIME. whether youre drawing for marvel comics or updating your webcomic. BE ON FUCKING TIME. I have dropped webcomics from my favorites list for not sticking to their update schedule or for posting filler too much, just as I would drop a comic book if it was delayed for too long. You arent joe mad, you arent frank miller or jim lee, you cant get away with being late. so stop doing it.

"Kung Fu Komix IS...hardcore martial art action all the way. 8/10" -Harkovast
"Kung Fu Komix is that rare comic that is made with heart and love of the medium, and it delivers" -Zenstrive
"Kung Fu Komix is...so awesome" -threeeyeswurm
"Kung Fu Komix is..told with all the stupid exuberance of the genre it parodies" -The Real Macabre
last edited on July 14, 2011 2:15PM
Ryuthehedgewolf at 12:47PM, Feb. 20, 2009
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posts: 1,340
joined: 9-2-2007
mlai
Why must anyone "know the history" of comic books to be a comic book creator? That's the least important "law" I've heard so far.

Sure, you need to know which companies to submit your resume/portfolio to, and you need to study pro artists and take from their strengths... but none of that involves "knowing the history of comics," by which I take you mean knowing the history of the industry, and maybe the storyline history of Marvel/DC franchises.


Not the history of the comic books themselves, but the history of comic book artists and stuff like that.

I'm not saying you have to, or should be an expert, not at all. Just basic knowledge that helps you along.

It's just always nice to have a little background with knowing it, ya know?
last edited on July 14, 2011 3:16PM
Gohlico at 8:16PM, Feb. 20, 2009
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joined: 2-27-2006
Daiconv
My personal comic making rules are basically quotes from gurren lagann. They work better if you point your finger in the air while you recite them aloud:

-"Throw away your logic and kick reason to the curb!

Beautifully following the golden road! If there’s a wall, we knock it down!

It’s a road built with these hands! The Magma of the Heart’s Final Ignition!
The perfect fusion: GURREN-LAGANN! (...er I mean, COMIC-PAGES!)"

-"Aniki is dead. He's not here anymore! But on my back, and in my heart, he lives on in me! My is the one that pieces the heavens! Even if that hole becomes my grave, as long as I break through, I shall be victorious! Who the hell do you think I am?! I'm ! I'm not my brother Kamina! I am myself! the !!!"

CUE THE EPIC MUSIC! http://www.youtube.com/watch?v=9K4RKM_hzzI


Whether impossible or laughable, we continue to walk the path of men!
When there's a wall in our way, we'll smash it down! If there isn't a path, we'll carve one ourselves! The magma of our soul burns with a shining flame! - !!

Just who...!
In the hell...!
DO YOU THINK WE ARE!?


last edited on July 14, 2011 12:38PM
Senshuu at 12:01AM, Feb. 23, 2009
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mlai
Why must anyone "know the history" of comic books to be a comic book creator? That's the least important "law" I've heard so far.

Sure, you need to know which companies to submit your resume/portfolio to, and you need to study pro artists and take from their strengths... but none of that involves "knowing the history of comics," by which I take you mean knowing the history of the industry, and maybe the storyline history of Marvel/DC franchises.


It seems like the least urgent of all suggested Laws, but if you walk into your profession (or your very committed hobby) and tell people you really don't know anything about the history of said profession/hobby, you'd look kinda hackish. Any person crazy enough to make comics probably knows a thing or two about their past anyway, hehe.

(But names and dates? guh.)

Also, do the impossible; break the unbreakable!
last edited on July 14, 2011 3:27PM
DRose at 6:59PM, March 3, 2009
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joined: 1-9-2006
This board got some truly great rules many of them valid in some way shape or form.

I only have one real rule though as far as simply being a creator. The one that is most important to me.


If you want to be a comic creator, then you must DRAW. A LOT. I've met a couple of people since i started my webcomics who have often talked about how much they wished they could draw. They never do however. They all "want" to but don't even attempt to.

You must draw. I actually have a single page printed out in huge font over my art desk that simpy reads: WHY AREN'T YOU DRAWING?

I think it goes without saying on this board since everyone here is workign on a comic but I feel its the most important law so I'm sharing it.
last edited on July 14, 2011 12:17PM
lba at 8:15PM, March 3, 2009
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posts: 2,659
joined: 5-29-2007
Here's my 10 rules:

#1: Fuck tradition.

Doing it the old way and "following in the footsteps" is a great way to do nothing special. Do it your way, with your ideas and don't even think about biting someone else's style. You wanna be the next Jack Kirby? Ain't gonna happen. There is no next Jack Kirby.

#2: Be obnoxious.

Get your stuff up everywhere and never stop pointing out that you do it. If people are getting annoyed with how much you advertise, that means you're getting seen.

#3: Ignore everything.

Turn off the internet, close the curtains and stop answering the phone. That stuff only provides excuses to not work. Being social comes after hours. Don't let ADD be an excuse either.

#4: Know your art history and theory. Then blow it off.

Following the golden rectangle every time is a sure way to end up being the most boring painter ever to everyone else. Same goes for 9 panel formats. Know why people used to set stuff up like that so you know when and how to break the rules and make your stuff fresher. It only works if you know how to make it look good.

#5: Break and bend rules.

Following rules is boring. People who follow rules 100% of the time go nowhere. If you get the chance, play it in a way that suits you.

#6: Finish your crap.

Don't whine and bitch that "the spark is gone" or "my muse isn't here". Shut up and finish the damn thing. Just because you're tired of it is no excuse to stop halfway through the story.

#7: Don't give up your life.

Spending every waking moment on a personal comic or other work is a great way to starve. It might be your baby, but you can't do anything with it if you have no social life to give you contacts for galleries, publishers or other artists. If it isn't paying you, then it's second priority. Accept that. Do the work that pays first. It's a lot easier to get the creative energy going when you're safely assured of not starving.

#8: Repeat yourself at the right time:

Repeating the same general ad strategy that won you fame for one comic on another is smart for success. Repeating the same plotline is downright stupid.

#9: Accept that you suck.

No matter what, you'll find someone who is better. Just accept it and practice so you can kick their ass at it. But realize they're still going to be better at other stuff. You will never be the best, but you should work like you expect to be anyway.

#10: Go back and read #3.

Seriously.
last edited on July 14, 2011 1:29PM
Eddie Jensen at 10:10PM, March 3, 2009
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posts: 256
joined: 6-7-2007
1. Don't be too obsessive or anal

2. don't be lazy or lenient

3. Give everything forethought don't just leap in

4. Study art in general, read up children

5. Study writing in general!

6. Study.

7. Take inspiration from others

8. Consult with others about your ideas and designs don't
just keep it to yourself, we're not in the 1800s anymore.

9. Try to have a general path in mind, prefferably but not
neccessarily a definative ending but alteast have some sort
of ending or endings in your possibility perspective. (Aka if
you don't know how to end it just think of different ways you
could end it and eventually decide on one)

10.Be Genuine, as the Robert Mckee says us artist may lie we
are dishonest and keep things to ourselves, but through our
craft there should only be truth.

11. if its no good don't restart it, scrap it.

12. Ideas come at any time so be ready for them.

13. Despite what Ryu said, nothing is original but everything can be made original it can be made your own if you just put enough effort forethought reasearch and yourself into it.

14. Draw draw draw draw draw draw draw draw, draw always draw
never stop drawing. Just draw.
if I was a teapot I think I'd be orange.

http://t-k-.deviantart.com/
last edited on July 14, 2011 12:18PM
NickGuy at 11:05AM, March 4, 2009
(online)
posts: 988
joined: 2-22-2007
lba
#1: Fuck tradition.

Doing it the old way and "following in the footsteps" is a great way to do nothing special. Do it your way, with your ideas and don't even think about biting someone else's style. You wanna be the next Jack Kirby? Ain't gonna happen. There is no next Jack Kirby.

#2: Be obnoxious.

Get your stuff up everywhere and never stop pointing out that you do it. If people are getting annoyed with how much you advertise, that means you're getting seen.

#3: Ignore everything.

Turn off the internet, close the curtains and stop answering the phone. That stuff only provides excuses to not work. Being social comes after hours. Don't let ADD be an excuse either.

#4: Know your art history and theory. Then blow it off.

Following the golden rectangle every time is a sure way to end up being the most boring painter ever to everyone else. Same goes for 9 panel formats. Know why people used to set stuff up like that so you know when and how to break the rules and make your stuff fresher. It only works if you know how to make it look good.

#5: Break and bend rules.

Following rules is boring. People who follow rules 100% of the time go nowhere. If you get the chance, play it in a way that suits you.

#6: Finish your crap.

Don't whine and bitch that "the spark is gone" or "my muse isn't here". Shut up and finish the damn thing. Just because you're tired of it is no excuse to stop halfway through the story.

#7: Don't give up your life.

Spending every waking moment on a personal comic or other work is a great way to starve. It might be your baby, but you can't do anything with it if you have no social life to give you contacts for galleries, publishers or other artists. If it isn't paying you, then it's second priority. Accept that. Do the work that pays first. It's a lot easier to get the creative energy going when you're safely assured of not starving.

#8: Repeat yourself at the right time:

Repeating the same general ad strategy that won you fame for one comic on another is smart for success. Repeating the same plotline is downright stupid.

#9: Accept that you suck.

No matter what, you'll find someone who is better. Just accept it and practice so you can kick their ass at it. But realize they're still going to be better at other stuff. You will never be the best, but you should work like you expect to be anyway.

#10: Go back and read #3.

Seriously.


I love you.


you just said pretty much what i meant, only in a much better way. Especially with #4

"Kung Fu Komix IS...hardcore martial art action all the way. 8/10" -Harkovast
"Kung Fu Komix is that rare comic that is made with heart and love of the medium, and it delivers" -Zenstrive
"Kung Fu Komix is...so awesome" -threeeyeswurm
"Kung Fu Komix is..told with all the stupid exuberance of the genre it parodies" -The Real Macabre
last edited on July 14, 2011 2:15PM

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