Digital Production Comes of Age in the Comic World
He saved money earned -- generating over three million comics sold
annually for publishers like Marvel Entertainment, DC Comics, Image,
Dark Horse and Acclaim -- and invested in the equipment and two years
of schooling he needed. "I took all the money I had saved and invested
in training and a license to work with Maya 2.5, a program used by
Hollywood studios in the creation of animated feature films," he explains.
That investment totaled in the neighborhood of US$40,000, but as
technology advances prices drop and today's artist could anticipate
an investment of less than $10,000. For this comic artist the investment
in training and tools has lead to his own digital art studio. Founded
in 1996, the concept was to bridge the gap between two-dimensional
illustration and 3D models. With employees skilled in both the 2D and 3D arts, as well as video
game programming, the group is creating more than just comic books.
The company has also done television advertisements, movie trailers
(including one now appearing for Titan A.E.), DVD custom art
and menu creation, Webisodes for dotcoms, a recent Toonami ad campaign
for Cartoon Network and even more traditional graphic arts such as
a recent logo designed for the RCA recording artist Eve 6. Their client
list includes Time Warner, Electronic Arts, Cartoon Network, Turner
Broadcasting, MTV and FOX Entertainment.
A New Comic Book Toward that goal, Digital Broome has created their first digital
book Saffire. In its creation, Broome applied 3D textures onto
2D art giving the textures and artwork more dimension, leading to
increased visual weight and depth. "For the foreground elements, we
have the 2D image and go into 3D and create bump maps which are grayscale
maps that allow us to apply texture and patterns," he explains. "The
finished artwork, though it started as a 2D image, has a very real,
three-dimensional look to it." Examples of other technology in use on the comic book page are the
bubbles escaping from divers in an underwater scene. "If you look
at the bubbles, they were created in 3D but we have touched them up
using Photoshop," Broome says. "The end result is that when everything
is extremely composited as a photo, it is hard to tell what began
as 2D, 3D or linear making the images stronger and the visual story
that much more compelling."
"We are working toward being the 'kings' of all art media," says
Broome. "But, if we bridge the gap of taking comic book art digital
it would be huge. But you need more than great programmers that know
3D. You need artists with a strong 2D background behind the machines
because it is the only way to provide high-caliber models and maintain
consistency with the conceptual sketches."

























Post new comment