Both amateur and professional artists have
explored the computer as a creative tool. The creation of CAD (Computer
Aided Design) software allows architects, engineers and 3D artists
to visualize and manipulate the objects or spatial environment they
are designing. Moreover, the program allows artists to skew virtual
reality, realistic rendering, 3D and behavioral modeling elements
to impact the perception of designs ranging from architectural blueprints
to animation cels. The ability to create computer graphics and effects
has changed the advertising, art, design and multimedia industry.
Digitally created and enhanced images have altered the art gallery.
Even on the newsstand we see evidence of how computers have affected
the pictures we see, the words we read. Computers have changed our
pop art as well, modifying the course of animation early on and more
recently affecting the creation of another visual art form, the comic
book.
It's Not New A few years later, Pepe Moreno's Batman: Digital Justice was
at the forefront of the movement to combine the art of comic books
with computer technology. Created in 1990 using a Macintosh II, the
book was created with the help of 3D modeling, Raster and Vector painting
and drawing programs, page layout and story telling. The system it
was produced on was an 8 bit/32 bit color board, a system palette
of 16,000,000 possible colors, 8MB of RAM, a removable 45 MB hard
disk drive and a Trinitron monitor.
Shatter (June, 1985) was the first computer-generated comic
book. Published by First Comics, Inc., it was created by Mike Seanz
and Peter Gillis initially, with Charlie Athanas taking the artistic
reins from issue 8 until its conclusion. "The artwork was created
from the ground up on a MacPlus with 1MB of RAM and a couple of 3.5
floppy drives," states Charlie Athanas, artist and President Burning
City, Inc., on his Web site (http://burningcity.com [2]). "The pages were
created in black and white, printed and then colored in the traditional
manner. It was not until the last couple of issues that I was able
to get a stylus and tablet. Prior to that, it was 28 pages of artwork,
every two months, using a mouse to draw with."
"When I decided to pursue doing digital comic books, Batman Digital
Justice is the book that stood out," says Mat Broome, artist and
owner of Digital Broome Studios, San Diego (www.digitalbroome.com [4]).
"Not only did other efforts not include vector graphics, but there
are so many dark tones to the book that gave it weight. I was amazed
at what the artist, Pepe Moreno, could do then and I wonder what he
would do with the technology we now have. There is some pretty amazing
stuff out there."
A Way of Business Mat Broome worked with Jim Lee's Wildstorm studios in 1994 when he
expressed an interest in learning the skills and acquiring the equipment
in order to incorporate three-dimensional modeling tools into comic
book creation. "Unfortunately they did not see the importance of it,"
explains Broome. "So I left and went to school on my own."
In today's computerized world, the machines that Pepe Moreno and
Charlie Athanas worked on are akin to a fossil in a museum. Today's
more powerful computers are not only stepping in with comics production
but artists are working with sophisticated animation and modeling
tools to draw both characters and backgrounds. This new digital artist
is tasked with not only knowing how to draw, but also the ins and
outs of digital technology.
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."
The Human Touch
New to the industry, CrossGen Comics of Tampa, Florida (www.crossgen.com [8])
still favors the hand drawn image but relies on computers for everything
from lettering to coloring to printing. "The penciler's hands are
the last to touch our comic pages," said Brandon Peterson, art director
CrossGen Comics. "More and more we are scanning in the pencils and
using the computer to add the inking. All pages are colored using
Photoshop and the lettering is done using Illustrator. We then compile
the pages using Page Maker and it is then sent 'straight to plate'
for printing." (The term "straight to plate" refers to the comic page
being printed from the computer image, maintaining a first generation
look to the printed page.) Peterson clarifies by adding, "From
the time the first pencil drawing is scanned in, it stays digital
to the plate, eliminating the step of going to film."


CrossGen is trying to add some new fire to the comic book look. © CrossGen Comics.
CrossGen titles
are holding on to the art, while using new technology as a way to bring it to life. © CrossGen Comics.
For both Digital Broome Studios and CrossGen Comics, the art begins with pencil to paper, but each are applying the computer in different ways to create different effects, however it is making an impact. With the help of computers, lettering takes a day, effects not capable using pen and ink are accomplished with a few mouse clicks and finished pages, instead of being rushed to the printer, are sent in a flash over e-mail.
"We believe that the comic book needs to begin with the hand drawn image because though the technology exists to create the models I feel it takes longer and that it loses what I call the 'happy mistake,'" says Peterson. "Those mistakes are when the texture of the paper shows through, or the thin wispiness of faded ink, arms that are not perfect matches or a crooked smile that appears. Hand drawn people allow for the real world imperfections that we all have and I feel it is a livelier line that the fan responds positively to."
Joseph Szadkowski writes on various aspects of popular culture and is a columnist for The Washington Times.
Links:
[1] http://www.awn.com/imagepicker/image/1080
[2] http://burningcity.com
[3] http://www.awn.com/imagepicker/image/1081
[4] http://www.digitalbroome.com
[5] http://www.awn.com/imagepicker/image/1082
[6] http://www.awn.com/imagepicker/image/1083
[7] http://www.awn.com/imagepicker/image/1084
[8] http://www.crossgen.com