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A unique reference for creating and marketing original cartoons and comics An original American art form, comics thrill millions of people across the globe. Combining step-by-step instruction with expert tips and advice, Drawing Cartoons & Comics For Dummies is a one-stop reference for creating and marketing original cartoons and comics. While many books tend to focus on specific characters or themes, this thorough guide focuses instead on helping aspiring artists master the basic building blocks of cartoons and comics, revealing step by step how to create everything from wisecracking bunnies to souped-up super villains. It also explores lettering and coloring, and offers expert marketing advice. The book's color insert provides guidance on how to add color to cartoon creations.
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Seitenzahl: 456
Veröffentlichungsjahr: 2009
Table of Contents
Introduction
About This Book
Conventions Used in This Book
What You’re Not to Read
Foolish Assumptions
How This Book Is Organized
Part I: Drawing Inspiration: Getting Started with Cartoons and Comics
Part II: Creating Cartoon Characters
Part III: Cartoon Designs 101: Assembling the Parts
Part IV: Cartooning 2.0: Taking Your Cartoons to the Next Level
Part V: The Part of Tens
Icons Used in This Book
Where to Go from Here
Part I: Drawing Inspiration: Getting Started with Cartoons and Comics
Chapter 1: The Skinny on Cartoons and Comics
Understanding the Different Genres
Following familiar characters: Comic strips
Expressing a viewpoint: Editorial cartoons
Delivering the punch line: Gag cartoons
Getting Started with Drawing
Drawing a basic character’s head
Sketching a character’s body
Honing your skills
Peering into the Future of Cartoons
Understanding the changes
What the Web offers that syndicates don’t
Chapter 2: Looking at the Different Cartooning Genres
Getting Funny with the Standard: Comic Strips
Eyeing a comic strip’s characteristics
Watching the birth of an American art form
The modern funny papers
Grasping why comics are still popular
Making Readers Think: Editorial Cartoons
Eyeing an editorial cartoon’s traits
Editorial cartooning: An American tradition
Sophisticated Humor: Gag Cartoons
Defining gag cartoon traits
Identifying two influential gaggers
New Yorker cartoons
Web Cartooning
Chapter 3: Getting Your Workspace Ready to Go
Searching for a Workspace
Looking at your options
Utilizing a small space
Setting Up Your Workspace
Making your workspace ergonomic
Choosing a practical workspace surface
Buying a chair that won’t break your back
Lighting your way
Organizing your space
Getting the Right Supplies
Picking pens and pencils
Other drawing supplies
Visiting the Computer Store
Selecting the right computer
Customizing your hardware
Identifying the software you need
Chapter 4: Starting with the Drawing Basics
Putting Pencil to Paper
Knowing what pencil (and paper) to use
Going from lines to making shapes
Doing rough sketches
Tightening up your sketch
Grasping the Art of Inking
Understanding how using a brush differs from pens and pencils
Getting comfortable with using a brush
Inking 101: The how-to
Erasing sketch lines
Creating Tone and Texture
Shading
Crosshatching
Fixing Mistakes
Using an eraser
Mastering cut and paste
The joys of white correction fluid
Chapter 5: Coming Up with Ideas
Getting Inspired for Storyline Ideas: Just Open Your Eyes
Looking for and keeping track of ideas
Connecting ideas to your cartoon’s theme
Eyeing some do’s and don’ts to writing believable story lines
Keeping Your Sketchbook Close By
Why constant sketching keeps you sharp
Drawing stick figures: Cartooning shorthand
Adding Humor to Your Story Lines: Good Writing Trumps Bad Art
What constitutes a good joke: Timing is everything
Deciding whether cartoons have to be funny
Using loved ones to test your material
Taking Action When the Ideas Run Dry
Tying two topics together
Thinking outside the box versus conventionality
Part II: Creating Cartoon Characters
Chapter 6: Starting from the Top
Drawing the Head
Creating basic head shapes
Exaggerating and distorting the head
Placing the features
Drawing the head from all angles
Dotting the Eyes
Sketching the basic eye
Buggin’ out eyes
Wearing glasses
Raising an eyebrow
Just by a Nose: Sketching the Schnoz
Drawing a basic nose
Considering various sizes and shapes
Can You Hear Me? Crafting the Ears
Drawing the actual ear
Looking at ear shapes and sizes
Drawing the Mouth
Crafting the mouth: The how-to
Focusing on all those teeth
Adding facial hair
Figuring out the jaw
Getting All Emotional: Look in the Mirror
Mad or angry face
Sad face
Happy or laughing face
Scared or surprised face
Chapter 7: From the Neck Down
Giving Your Characters Personality
Making your characters mirror your style
Caricaturing your characters
Building the Body: Drawing the Standard Character Type
Starting with circles
Moving circles for different looks
Drafting Arms and Hands
Drawing arms
Lending a hand with fingers
A Leg to Stand on: Drawing Legs and Feet
Starting on the right foot
Spacing the legs and hips
Deciding on Dress
Drawing your character’s garb
Dressing for the occasion
Adding accessories
Chapter 8: Designing Human Cartoon Characters
Understanding Why Developing a Regular Cast of Characters Is Key
Pinpointing the main characters
Including supporting cast
Creating Your Core Group
Centering on the family
Keeping your characters consistent
Experimenting with Male Body Types
Dear old dad
TV news anchor or used car salesman
The geek/nerdy guy
Trying Different Female Body Types
The modern mom
The matronly grandmother
The girl next door
Creating Those Crazy Kids
Talking babies
The little kid
The bully
Chapter 9: Giving Inanimate Objects Personality
Cartooning Everything, Including the Kitchen Sink
Drawing the world around your characters
Caricaturing just about anything
Having Fun with Household Items
That comfy ol’ sofa
The lounge chair
Animating appliances
Calling All Cars
The family car
The sports car
Truckin’ down the road
Putting a Face on an Inanimate Object
The talking car
Making the toaster talk
Smiling sunshine
Chapter 10: Exploring Anthropomorphism: Creating Animals and Other Creatures That Talk
Pets Are People, Too! Drawing Classic Cartoon Animals
The family dog
That darn cat
Pet goldfish
The World Is a Zoo
Puts his neck out for others: The giraffe
Acts like the tough guy: Mr. Rhino
They Came from Outer Space
Beaming down aliens
Cyborgs and droids
Classic robots
Chapter 11: Drafting Editorial Cartoon Characters
Defining Editorial Cartoons
Understanding the Pen’s Strength: What an Editorial Cartoonist Does
Finding Ideas and Forming an Opinion
Setting the Scene for What You Have to Say
Grasping the art of visual metaphors
Using stereotypes to convey your message
Letting the art make your point
Going the altie route
Drafting Believable Caricatures
Knowing how to capture a likeness
Drawing a president: The how-to
Creating Classic Editorial Cartoon Characters
The Republican Party elephant
The Democratic Party donkey
Uncle Sam
Part III: Cartoon Designs 101: Assembling the Parts
Chapter 12: Putting Everything in Your Comics in Perspective
Grasping What Perspective Is
Starting with the vanishing point and horizon line
Introducing 1-2-3 point perspective
Recognizing the wrong perspective
Putting Perspective to Practical Use
Sketching common, everyday objects in perspective
Juggling multiple elements in perspective
Looking down: A bird’s-eye view
Putting Your Characters in Perspective
Lining up body shapes
Drawing from the top of the head down
Drawing characters in the correct scale
Chapter 13: The Art of Lettering
Preparing to Letter
Appreciating the role lettering plays
Spending time perfecting your skills
Selecting the right pens
Making Lettering Part of the Art
Knowing the differences between handwritten and computer fonts
Placing your lettering
Fitting in your lettering
Utilizing word balloons
Going the Simple Route: Picking a Type Font
Going the Hand Lettering Route
Creating your own unique fonts
Creating drama with action words
Keeping Track of Your Spacing
Chapter 14: Directing the Scene
Eyeing the Importance of Layout
Planning your layout
Comparing foreground and background
Telling the story in shadow
Creating visual drama
Setting the Scene
Details make the difference in a scene
Creating your scene
Part IV: Cartooning 2.0: Taking Your Cartoons to the Next Level
Chapter 15: Cartooning in the Digital Age
Digitally Formatting Your Drawings
Choosing a scanner
Scanning your work into the computer
Setting the correct resolution
Selecting a Photoshop mode: Bitmap, grayscale, RGB, and CMYK
Getting a Grasp on Photoshop Basics
Becoming acquainted with your toolbar
Cleaning up your artwork
Coloring and Shading in Photoshop
Converting your bitmap file
Working in layers
Coloring with Photoshop tools
Shading and highlighting with the Burn and Dodge tools
Saving Your Work
E-Mailing Your Art Files
Chapter 16: Making Cartooning Your Livelihood
Deciding to Go Full Time
Evaluating whether you can handle the career
Looking for honest feedback
Checking with the professionals
Knowing the Market
Doing your initial research
Starting locally
Selling to the syndicates
Grasping How Syndication Works
Creating a Winning Submission Package
Attaching a straightforward cover letter
Choosing samples of your work
Dealing with the Ups and Downs
Coping with rejection
Welcome to success (but don’t expect much)
Turning Your Hobby into a Business
Meeting the criteria to call yourself a business
Keeping the IRS happy
Maximizing deductions
Putting in a fax and separate phone line
Keeping accurate records
Promoting Your Work Online
Why being on the Web is important
How to make a splash on the Web
Part V: The Part of Tens
Chapter 17: Ten Steps to a Finished Comic Strip
Researching the Market
Developing an Idea
Composing a Theme and Main Idea
Creating Your Characters
Designing the Setting
Writing Your Scripts
Penciling It Out
Slinging the Ink
Lettering
Scanning In Your Work
Chapter 18: Ten Secrets to Breaking in to a Cartooning Career
Making the Decision to Pursue Your Dreams
Belonging to a Syndicate
Jumping into the World of Comic Books
Marketing to Greeting Card Companies
Selling Your Work to Magazines
Joining the Association of American Editorial Cartoonists
Being Part of the National Cartoonists Society
Looking at the Most Popular Cartoon Site on the Web
Checking Out Cartoon Blogs
Reading about Cartooning
Drawing Cartoons & Comics For Dummies®
by Brian Fairrington
Drawing Cartoons & Comics For Dummies
Published byWiley Publishing, Inc.111 River St.Hoboken, NJ 07030-5774www.wiley.com
Copyright © 2009 by Wiley Publishing, Inc., Indianapolis, Indiana
Published simultaneously in Canada
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Library of Congress Control Number: 2009928742
ISBN: 978-0-470-42683-8
Manufactured in the United States of America
10 9 8 7 6 5 4 3 2 1
About the Author
Brian Fairrington is a nationally syndicated, award-winning editorial cartoonist and illustrator and one of the few U.S. cartoonists whose political leanings are conservative. Brian began his career in the mid-1990s while he was a student at Arizona State University, where he began drawing cartoons for the student newspaper, the State Press.
Arizona State University is home to the Walter Cronkite School of Journalism, one of the more prestigious journalism programs in the country. The newspaper is part of that program but is independently operated by the students. During his undergraduate years at the State Press, Brian won every major national award, making him one of the most decorated cartoonists to come out of college. His honors include the John Locher Memorial Award, given by the Association of American Editorial Cartoonists, and the Charles Schulz Award, given by the Scripps Howard Foundation. Brian is also the two-time winner of the Society of Professional Journalists Mark of Excellence Award, as well as a ten-time winner of the Gold Circle Award, presented by Columbia University’s Journalism School.
While still in college, Brian’s cartoons were nationally syndicated by the Scripps Howard News Service. After graduating, he became a cartoonist for the Arizona Republic and the East Valley Tribune, both in the Phoenix area. He then moved from Scripps Howard to become nationally syndicated by Cagle Cartoons, and his work is currently distributed to more than 800 newspapers, magazines, and Web sites. His cartoons have appeared in The New York Times and USA Today as well as on CNN, MSNBC, and Fox News. Additionally, his cartoons regularly appear on MSNBC’s Cagle Cartoon Index, the most popular cartoon Web site on the Internet.
The in-your-face approach and conservative flavor of Brian’s editorial cartoons have brought him notice from fans and critics alike. His work has been the subject of editorials in the Wall Street Journal and numerous other publications. He was featured on MSNBC’s Imus in the Morning show and was most recently profiled on CBS News Sunday Morning. Brian is a regular guest on the Phoenix-based TV show Horizon, where one of his appearances garnered an Emmy Award for news programming.
Along with Daryl Cagle, Brian is the author and editor of The Best Political Cartoons of the Year series of books by Que Publishing. To date, Brian has published seven annual “best of” cartoon books featuring the best cartoons from all the top editorial cartoonists in the country.
Brian has done numerous illustrations and full-color artwork for such magazines as The New Republic and Time, among others. A collection of Brian’s original cartoons is on display at the Ostrovsky Fine Art Gallery in Scottsdale, Arizona. An Arizona native, Brian resides there with his wife Stacey and their four children. He can be reached at [email protected].
Dedication
This book is dedicated to all those individuals who love to draw and have grown up (and are still growing up) with a passion for drawing cartoons. Thank you to all the cartoonists who inspired me as a kid with all the wonderful and fantastic art that made me want to follow in their footsteps.
A special dedication goes out to all the cartoon fans who, though they may not be able to draw a straight line themselves, still appreciate the funny, strange, wacky, and sometimes serious world of cartooning. Cave drawings were the first cartoons, and it’s safe to say in the end that someone will probably draw a cartoon on the outside of the big bomb that blows up the world. Until that day, this book is dedicated to everyone who reads it. As we say in the cartoon world, “Kaboom!”
Author’s Acknowledgments
I have to thank Mike Lewis, the acquisitions editor for this book; Chad Sievers, my project editor; and the entire Wiley team for their assistance and patience. I want to thank my literary agent Barb Doyen for all her wonderful motherly advice. A huge thanks to Sharon Perkins for all the tremendous help she provided me on this project. I’d love to work with her again in the future.
I have to thank my wife Stacey, who has put up with all the late nights needed to draw the art and write this book on time (okay . . . never on time). Thanks also go out to my wonderful children: Chase, Hayden, Blake, and Lauren, and the 435,567 times they asked me, “What are you drawing?” Thanks to all my friends and extended family who haven’t seen me over the last six months and are probably wondering what happened to me.
Lastly, I want to thank anyone who has ever run for political office or who is thinking about running for office. As long as you feed your egos and relentless thirst for power by entering the crazy world of politics, I will always have material.
Publisher’s Acknowledgments
We’re proud of this book; please send us your comments through our online registration form located at http://dummies.custhelp.com. For other comments, please contact our Customer Care Department within the U.S. at 877-762-2974, outside the U.S. at 317-572-3993, or fax 317-572-4002.
Some of the people who helped bring this book to market include the following:
Acquisitions, Editorial, and Media Development
Project Editor: Chad R. Sievers
Acquisitions Editor: Mike Lewis
Copy Editor: Todd Lothery
Assistant Editor: Erin Calligan Mooney
Editorial Program Coordinator: Joe Niesen
Technical Editor: David Allan Duncan
Editorial Manager: Michelle Hacker
Editorial Assistant: Jennette ElNaggar
Art Coordinator: Alicia B. South
Cover Artwork: Brian Fairrington
Cartoons: Rich Tennant (www.the5thwave.com)
Composition Services
Project Coordinator: Lynsey Stanford
Layout and Graphics: Samantha K. Allen, Reuben W. Davis, Christine Williams
Special Art: Brian Fairrington
Proofreaders: Laura Albert, Betty Kish
Indexer: Claudia Bourbeau
Publishing and Editorial for Consumer Dummies
Diane Graves Steele, Vice President and Publisher, Consumer Dummies
Kristin Ferguson-Wagstaffe, Product Development Director, Consumer Dummies
Ensley Eikenburg, Associate Publisher, Travel
Kelly Regan, Editorial Director, Travel
Publishing for Technology Dummies
Andy Cummings, Vice President and Publisher, Dummies Technology/General User
Composition Services
Debbie Stailey, Director of Composition Services
Introduction
You may think cartooning is just for kids, but that’s far from the truth! Cartooning is a highly lucrative enterprise. Cartoons influence the way people look at political and world events, they make people think, and they help people laugh at themselves. Cartooning is more than just funny characters telling jokes — it’s a snapshot of real-life situations where you, the cartoonist, can share your opinion about life and its endless interesting situations. Being able to draw is only one facet of being a good cartoonist. Being able to get across a compelling point with just a few pen strokes and to add the details that make your cartoons stand out from the pack is equally important. This book shows you how.
About This Book
This book is for people interested in drawing cartoons, whether they’re novices unsure where to start or pros who want to improve their art or find better ways to market themselves. Every top-selling cartoonist in the world started out as a beginner. It takes time, practice, and some talent to become a successful cartoonist, but it also takes determination and the desire to stick to it until you become good at it.
More important, this book can show you how to create your very own cartoon characters in a fun environment. I give you step-by-step instructions on how to create not just human cartoon characters, but others like cars, animals, and other creatures. You may even decide to make an unusual inanimate object your main character! And because cartooning is more than just drawing, I also give step-by-step instructions on how to come up with ideas and color your cartoons.
Conventions Used in This Book
Every For Dummies book has certain conventions to make it easier for you to get the information you need. Here are some of the conventions I use in this book:
Whenever I introduce a new technical term, I italicize it and then define it.
I use bold text to highlight keywords or the main parts of bulleted and numbered lists.
The Internet is a wealth of information on everything from the history of cartooning to great sites to buy expensive supplies for less. Web sites appear in monofontto help them stand out.
What You’re Not to Read
In today’s busy world you may be juggling a full-time job, your better half, kids and pets, friends and family, and a wide assortment of other responsibilities. You don’t have much free time. In aspiring to improve your cartooning abilities, you simply want the essential info to help you. If that’s the case, feel free to skip the sidebars — those boxes shaded in light gray. Sidebars present interesting (I hope!) supplemental info that helps you gain a better appreciation of the topic, but the info isn’t essential to understand the topic, so you won’t miss anything if you skip them.
Foolish Assumptions
In writing this book, I make a few assumptions about you:
You want to know more about cartooning in general.
You want to know how to draw some common cartoon characters and make them interesting.
You want to know how to liven up your cartoon backgrounds and settings.
You may be interested in a career as a cartoonist.
Note: If you’re looking for a complete art course, this book isn’t for you. Although I give specific, step-by-step examples of how to draw basic characters and backgrounds, I assume you already know how to pick up a pencil and draw basic shapes. You also won’t find a complete art history here, although I do give quite a bit of cartoon history throughout the book.
How This Book Is Organized
For Dummies books are written in a modular fashion. This format gives you the option of reading the book from beginning to end, or alternatively, selecting certain parts or chapters that are relevant to your interests or experience. I organize this book to start with the basics and build up to the more advanced concepts. The following describe each part in more detail.
Part I: Drawing Inspiration: Getting Started with Cartoons and Comics
Part I is all about getting familiar with the nuts and bolts of cartooning. What art supplies do you need to get started? How can you set up a workspace that’s efficient without breaking the bank? Can you draw cartoons at the kitchen table with nothing more than a number 2 pencil? What’s the first thing you do when you sit in front of a blank piece of paper?
This part answers those questions and then leads you into the harder questions: What types of cartoons are you interested in drawing? How do you develop your characters? And the oft-asked and hard-to-answer question: Where do you get your ideas?
Part II: Creating Cartoon Characters
Part II is all about drawing and developing characters. The chapters in this part teach you to draw your characters starting from their heads right down to their toes, whether your characters are people, animals, or inanimate objects. I also look at the fine art of satirizing the political landscape with editorial cartoons.
Part III: Cartoon Designs 101: Assembling the Parts
Cartooning is much more than talking heads and word balloons. Creating a background perspective that adds detail and interest, deciding how to letter your cartoons, and setting a scene that enhances your cartoons without interfering with your main point are all part of what I cover in this part.
Part IV: Cartooning 2.0: Taking Your Cartoons to the Next Level
Part IV goes deeper into the cartooning world. I look at the impact computers have had on the cartooning world, and I describe tools and toys available today to help you fine-tune your work, like Photoshop. If you want to make this your life’s work, this part gives you the tools you need to evaluate your work and find out if you have what it takes to make it in the big time.
Part V: The Part of Tens
All For Dummies books contain the Part of Tens section, which gives you fun, helpful information in easily digestible chunks. In this part I review ten steps to creating a finished cartoon, from first pencil stroke to final product. I also help you launch your new career with ten steps to breaking into the cartooning world.
Icons Used in This Book
Throughout the book, I use icons in the margins to highlight valuable information and advice. Here’s what each one means:
This icon points out something that’s important to remember, whether you’re a novice cartoonist or a more experienced one.
This icon indicates helpful hints, shortcuts, or ways to improve your cartooning.
I use this icon to alert you to information that can keep you from making big mistakes!
The text associated with this icon goes into technical details that aren’t necessary to your understanding of the topic but that may appeal to those who want more in-depth information.
The info that this icon highlights isn’t essential, but I hope these anecdotes about the world of cartooning help you appreciate just how rich that world is.
Where to Go from Here
If you want to know every single thing about cartooning, start at the beginning of the book and read straight through. However, you don’t need to read the book in sequence. You may be looking for specific info on certain aspects of cartooning, in which case you can refer to the table of contents or the index to find the subject you want. Each chapter is meant to stand alone, and the info each contains isn’t dependent on your reading previous chapters to understand it.
If you’re brand new to cartooning and aren’t sure where to start, Chapter 2 helps you understand the different cartoon genres and choose the genre that best suits your interests. If you’re a beginning cartoonist and need some drawing pointers, jump into Chapter 4 and start with the drawing basics. If you’re already drawing but want to improve your characters, check out Chapters 6 and 7.
Part I
Drawing Inspiration: Getting Started with Cartoons and Comics
In this part . . .
Are you a budding cartoonist, or would you like to be a professional cartoonist someday? The world of cartooning is more diverse and interesting than you may realize. In this part, I explore the world of cartooning, including the different types of cartoons and the tools you need to draw them. I also give you tips on how cartoonists come up with their ideas, and I help you find humor in everyday life. After you know where to look, you’ll have more ideas than you’ll ever be able to use.
Chapter 1
The Skinny on Cartoons and Comics
In This Chapter
Exploring the various cartooning genres
Understanding some drawing basics
Considering the future of cartooning
So you want to be a cartoonist? Or maybe you already consider yourself a cartoonist — and a darn good one — but you don’t have the slightest idea how to market your work. Or perhaps you just enjoy drawing and you’d like to become better at it.
If you want to draw cartoons, you’re not alone. Right about now, thousands of budding cartoonists are doodling on any scrap of paper they can find, dreaming of breaking into the cartooning business someday. And who’s to say you won’t be the next Charles Schulz or create the next Garfield? One thing’s for certain: If you’re a cartoonist with something to say and you get your point across well, you can — thanks to the Internet — be published anytime and anywhere, even if it’s just on your own Web site or blog.
Many people draw well, but they aren’t sure how to adapt their drawings for the cartoon or comics market. Others have new ideas, but they draw somewhat crudely and need help pulling a cartoon together. Whether you’re brand new to cartooning and want to experiment with different characters and settings to create your first strip, or you’ve been drawing for quite a while and want some helpful advice to improve your characters, you’re probably looking for someone to give you a few pointers. You’ve come to the right place.
This chapter serves as your jumping-off point into the world of cartooning. Here I give you an overview of cartooning and the different cartooning genres that I cover in this book, I show you how to master the drawing basics, and I discuss how cartoons are marketed and how those markets are evolving. If you’ve always wanted to be a cartoonist, this chapter gives you the skinny.
Understanding the Different Genres
To be a cartoonist, you need a firm grasp of the different types of cartoons and comics in today’s market. I discuss several in this book. Some categories that were once popular now face challenges with the ever-changing market, especially traditional comic strips and editorial cartoons that are married to newsprint.
However, other forms of cartooning that were once off the beaten track have exploded in popularity; they include webcomics, editorial cartoons on the Internet, graphic novels, and comic books. The traditional markets are changing, and the new markets provide an exciting opportunity for cartoonists to get in on the ground floor of cartooning’s future.
If you love to draw cartoons and are thinking about trying to become a professional cartoonist, study the categories in the sections that follow and the details about each. Do you have to stick to just one genre? No, but many cartoonists do, which helps their work become identifiable. Check out Chapter 2 for more on different genres and how to work within them. No matter what type of cartooning you may be interested in, it all begins with the basics of drawing and character development. Great ideas and great character development are what make animation in all its forms continue to be popular (refer to Chapter 4 for drawing basics).
Following familiar characters: Comic strips
When you think of cartooning, comic strips may be the first thing that pops into your mind. Comic strips are basically a satirical look into the lives of the characters that inhabit them. Comic strips often reflect the subtle truths about our own lives in their observations and insights into the world around us. Comic strips have the longest continuing run of popularity among cartooning genres, largely because people like to follow their favorite characters. This genre historically has been a staple and popular feature in newspapers. As newspapers face market challenges and try to adapt and evolve, popular Web-based comic strips have popped up all over the Internet.
Modern comic strips were first created at the turn of the 20th century as a way to attract readers to newspapers. Comic strips appeared on the scene long before other forms of entertainment media — like radio, movies, and TV — became popular.
Expressing a viewpoint: Editorial cartoons
Editorial cartoons are a popular and sometimes very controversial form of cartooning. Editorial cartoons are simply cartoons written to express a political or social viewpoint. They also first appeared on the scene about the same time as the modern newspaper gained widespread popularity.
Early newspaper publishers used editorial cartoons the same way they used comic strips — to attract readers. Editorial cartoonists in the early part of the 20th century were the media celebrities of their day. Their cartoons preceded TV by several decades and were a source of information and entertainment for readers. Editorial cartoons of that era were very influential, even influencing political elections and reforms. From Thomas Nast and his exposure of corruption in the underbelly world of New York politics to the Washington Post’s Herbert Block (better known as Herblock) landing on Nixon’s enemies’ list during the Watergate scandal — and up to the scathing criticisms of the war in Iraq — editorial cartoons have played and continue to play an important role in the annals of political discourse.
Editorial cartoons have evolved over the last century and remain very popular today. However, market realities are challenging for new editorial cartoonists. The profession has traditionally been tied to print journalism, and in the past few years, newspapers have had massive layoffs and cutbacks. But like comic strips, editorial cartoons are thriving on the Internet, and unlike their print counterparts, the Web versions are done in full color, and some are even animated. Check out Chapter 11 for more info on editorial cartoons.
Delivering the punch line: Gag cartoons
Gag cartoons are another popular category. Gag cartoons may look similar to comic strips, but in fact they’re quite different. Unlike comic strips, most gag strips don’t have a regular set of characters or story lines, and they’re usually single-paneled. Each new cartoon is a brand new gag or visual punch line delivered in a single frame or box.
Despite not having regular characters, gag cartoons do have advantages over comic strips. One main advantage is that they’re marketable to publications and Web sites that want a lighthearted, joke-of-the-day feature that a strip with characters may not fulfill. Gag cartoons tend to be more generic and better suited for these markets. One of the most well-known gag cartoons, The Far Side, set the bar high for the genre, and the next-generation successor to Far Side creator Gary Larson has yet to surface, so get busy, before someone else beats you to it!
The comic strip’s close cousin: Comic books
As the other cartooning genres face the challenges of a shrinking and evolving newsprint industry, one cartooning genre closely related to comic strips is becoming so big, so fast that it dominates not only the cartoonist business but the whole entertainment industry as well. Comic books have exploded in popularity in the last decade, and you have to look no further than the top movies in the last few years as proof.
The following is a list of movies based on comic books or graphic novels, along with each film’s worldwide box office sales numbers as of 2009:
The first four Batman movies
$1.3 billion
Batman Begins/The Dark Knight
$1.5 billion
Three Spider-Man movies
$2.5 billion
Iron Man
$582 million
Hulk and The Incredible Hulk
$509 million
Sin City
$159 million
300
$456 million
The first three X-Men movies
$1.2 billion
You can see by the numbers that these movies grossed more than $8 billion. That kind of financial success guarantees that Hollywood will make many more movies based on comic books in the future.
The comic book/graphic novel industry continues to thrive. If you have the skills necessary to enter this popular market, go for it — it’s a worthwhile and potentially lucrative market to consider. Although comic books merit an entire book of their own, I focus this book more on cartooning and comic strips. But even if you’re more interested in creating comic books, you can still use many of the core pieces of advice that I offer about character development, humor, background, lettering, and so on.
Getting Started with Drawing
To begin drawing your cartoons, you need decent quality supplies and a designated workspace. Chapter 3 goes into the art of setting up an office, cubicle, or corner for your art and which supplies you need.
Before you go to the store and spend any money on supplies, keep in mind that although expensive drawing tools are great, they won’t help you at all if you don’t have a little talent and a strong commitment to practice. Your best bet is to try different drawing supplies to see what works best for you. And whatever supplies you end up getting, just be sure to draw, draw, draw!
Reminiscing over the history of cartoons
Cartooning is far from a new art form. Cartoons go back a lot earlier than Charlie Brown, or even the earliest cartoon newspaper strips.
The word cartoon comes from the Italian word cartone, which means “large paper.” The earliest cartoons can be traced back to some very large canvases — prehistoric cave drawings discovered in the late 19th century. These images were painted on the side of a cave and reflected the daily life of early humans.
Centuries after people drew all over their cave walls to tell a story, cartoon-style drawing continued to evolve, and by the early 1300s, Egyptians were creating large murals with a series of images that told a story. These images were simple and easy for the observer to comprehend. This form of communication proved to be very popular and has continued in one form or another up to the present day.
However, it was the 20th century and the invention of the modern newspaper that brought most forms of modern cartooning into existence. Although newspapers today are struggling, the art of cartooning isn’t about to die with the death of newsprint; like the news media, cartoonists have found a new outlet for their work on the Internet.
Drawing a basic character’s head
Your character’s head is the focal point for the reader, so you need to understand a few simple basics in the construction and design of the cartoon noggin:
Start at the top with the head shape: Begin with a simple shape, usually an oval or small circle. In cartooning, almost every detail is exaggerated, particularly when drawing from the neck up. In real life the human head is disproportionally larger in kids than adults and gets smaller in proportion to our bodies as we grow. In Chapter 6, I spell out the steps necessary for the basics when drawing your character’s head, whether you’re drawing a child or a senior citizen.
Fill in facial features and expressions: The face is the epicenter of all expression, and cartooning is all about exaggerating expressions for effect and drama. In Chapter 6, I show you numerous examples of expressions and their relationship to the different facial features. In addition, I explore the options you have regarding the size, shape, and position of the facial features, as well as the different types associated with male and female characters.
Sketching a character’s body
Designing a cartoon character’s body is always a challenge, and in many ways it’s not unlike building or designing anything else. You have many different parts, and as a designer you’re in charge of how they fit together to achieve the best design result. Cartoon characters can be created in an assortment of different sizes and shapes. In Chapters 7, 8, 9, and 10, I discuss the basics of character body types and overall construction and the options you have regarding male, female, and creature shapes and sizes.
Honing your skills
To get better at anything, especially a physical skill like drawing, you need to practice. And practice. And practice some more. Consider these basics when honing your skills:
When first starting out, it doesn’t matter what you draw — just draw something. After you have the drawing basics down, you can concentrate on your content.
Persistence is the key, and you’ll get better over time. Practice makes perfect.
Copying the art of other cartoonists when you’re young and learning to draw is okay as long as you never claim it as your own. Make sure you develop your own style and ideas if you want to be a professional.
Try and create something fresh while still being marketable. Your mind works in a way different from any other human being’s. Take advantage of your unique perspective on the world to find something different, but not so far out there that it’s unmarketable except to the very odd.
Don’t be afraid to ask others for advice, especially if they’re cartoonists themselves. And remember, your mom isn’t the best person to critically judge your work, although she’s great for your ego.
Not sure how to improve your art? Check out Chapters 4 through 11 for more specifics on drawing everything from parents and kids to the family pet and the family car.
Peering into the Future of Cartoons
For many years the syndicate model has been the primary way cartoons have been marketed. With this model, syndicates sell comic strips to newspapers to build readership for their features. However, this business model is changing, and quickly. This section takes a closer look at how things are changing and what the future holds.
Understanding the changes
Newspapers are going through an evolutionary period, and the end result may not be encouraging for newsprint. The Internet has become a more and more popular venue for aspiring cartoonists and even veteran cartoonists to upload their cartoons.
Two factors have hit newspapers hard in recent years:
The economy and its effect on advertising. Advertising is one of the largest streams of income for newspapers, and without it they’re forced to make big cutbacks, layoffs, and in some cases fold altogether.
The generational shift to getting news from the Internet. This has had a profound effect on newsprint, and not for the better. Although newspapers have made the shift to the Internet, the operations are more scaled down and pale in comparison to the print editions.
One problem with marketing online is that the traditional syndicate model doesn’t work on the Internet like it does in newsprint. For example, newspapers cater to and service individual markets, so a syndicate could take the same comic feature and sell it to multiple newspapers. This worked because the people in Denver weren’t reading the same newspaper that the people in New Jersey were reading, so it didn’t matter that the same cartoon content ran in each paper. The syndicate could essentially sell the same feature content over and over again.
The Internet basically destroys this model. Unlike newspapers, which represent many markets across the country and throughout the world, the Internet by comparison is one big market. Why would a newspaper’s Web site pay for content that can seen by the same set of eyes elsewhere just by clicking a button? The Internet puts access to almost every newspaper in the world right at your fingertips.
The answer to this changing market is exclusivity. One comic feature is put in one place and all readers must come to it, instead of the old syndicate way of the cartoon going out to readers via their local paper. This model changes the dynamic considerably and points to webcomics as an eventual successor to traditional comic strips.
What the Web offers that syndicates don’t
Many webcomics are similar to comic strips you read in the newspaper, except that they’re only available on the Web. They’re also only available on one Web site that the cartoonist creates. If people want to read the webcomic, they must go to that site.
Cartoonists can generate revenue from webcomics in a couple of ways:
Advertising: The more people come to read the comic, the more traffic the Web site gets and the more likely it is to pick up a small amount of revenue from advertising.
Merchandise and books sold on the Web site: Many online print-on-demand (POD) companies cater to Web sites that can offer books for sale as well as other merchandise such as T-shirts.
The creator of a webcomic has more control over his feature than a traditional cartoonist does, but he also must bear more responsibility. Webcomic creators are like small businessmen. They’re responsible for not only writing and drawing the comic feature — just like if they partnered with a syndicate — but also the Web site design, advertising, marketing, and sales of related merchandise. The upside is the webcomic creator keeps 100 percent of the revenues instead of giving half to the syndicate.
The Internet has a vast sea of popular webcomics. They’re done by amateurs and professionals alike, who take advantage of the ability to publish anything on the Internet. The more advanced webcomic creators display their features in full color and even use some animation.
The future of cartooning has more to do with the public’s appetite than with newsprint. The future of comic strips is in transition. Many of the newsprint-based comics may die along with print. As long as the public loves to read comics in all their forms, cartooning will live on indefinitely. New strips will take their place on the Internet. There’s no indication that the public will stop reading or that those who have the cartooning bug will stop drawing. The future may seem uncertain on one hand, but on the other hand, an exciting new frontier is just waiting to be explored. The Internet is a vast, relatively new place where cartoons of all kinds will be born and will flourish.
Chapter 2
Looking at the Different Cartooning Genres
In This Chapter
Checking out the venerable tradition of comic strips
Getting political and in-your-face: Editorial cartoons
Going gaga over gag cartoons
Looking to the future: webcomics
Cartoons are as old as man. Just take a look at the walls of early cave dwellers. Although you don’t find any talking woolly mammoths, you do find something intrinsic to all cartooning — simplification. The very heart of cartooning is the simplification that allows an image to communicate across almost any barrier — race, gender, culture, and beyond. And therein lies the power of a cartoon — instant familiarity.
A cartoonist uses this kind of shorthand to achieve an entire spectrum of effects — from primitive doodles to detailed comic book art. It’s astounding when you think of all the permutations the simple cartoon has spawned. The major categories are single-panel cartoons, multipanel comic strips, editorial cartoons, humorous illustrations, and comic books. But with subcategories such as journal comics, webcomics, clip-art comics, graphic novels, manga, and photo comics, it’s clear that cartoons have dug deeply into how we communicate.
The world of cartooning is vast, so try to expose yourself to all the possibilities by working in all the genres. At the very least, you’ll pick up some tricks in one form that you can apply to another. More important, by experimenting with different genres, you may find out that you have an aptitude for a category that you hadn’t originally considered.
Getting Funny with the Standard: Comic Strips
Comic strips are a true American art form. The format is a short series of panels that communicate a brief story — usually ending with a punch line. Most strips have recurring characters, and some feature an underlying story line that continues from strip to strip.
The power of the American comic strip is most evident on the Web. In a medium whose craft has no limits whatsoever, it’s no coincidence that the simple, three-to-four-panel strip dominates the landscape. This section takes a closer look at comic strips, including what they are, where they come from, and why they’re so popular.
Eyeing a comic strip’s characteristics
The comic strip is the format that readers of newspaper comics are most familiar with. Garfield, Dilbert, and Peanuts are all comic strips. Comic strips have a deceptively potent ability to develop strong bonds between readers and recurring characters, as each new strip over the course of time adds layers of meaning to those characters — making them more real than perhaps any other characters in fiction.
The following are the characteristics of a comic strip that make it easily identifiable:
Consecutive panels: A comic strip uses consecutive panels to tell a short story. Usually, but not always, this story ends in a punch line.
Iconography: A comic strip uses all the standard cartooning iconography — word balloons, narration boxes, movement lines, and so on — to convey its message.
Recurring characters: Often, a comic strip’s characters return throughout the strip’s life. Sometimes the strip has only three or four recurring characters, and sometimes — as in the case of Doonesbury — the cast is seemingly endless.
Watching the birth of an American art form
From the late 19th century on, newspaper publishers like William Randolph Hearst and Joseph Pulitzer understood that comics sell papers. The big papers of the day competed fiercely for the best comic strips. These strips quickly gained popularity, and newspapers added more as time went on. This tradition is what we call the “funny pages,” and you can find it in every large newspaper today.
Hearst realized that he could get more bang for his buck by distributing the comics he bought for one newspaper to all the newspapers in his chain. He started the Newspaper Feature Service in 1913 to do just that. Its success was monumental, and it was soon spun off into a separate entity, serving newspapers beyond the Hearst chain. In 1915, it was renamed the King Features Syndicate.
The newspaper syndicates of today operate the very same way: They develop distinctive titles to offer to publications on a subscription basis. As a result, cartoonists can reap the rewards of having their comics printed in several papers across the country (after the syndicate takes its cut, of course). Unfortunately, because of the poor health of the American newspaper industry, this has become an increasingly dim prospect. I discuss syndication more fully in Chapter 19.
Many comic strips have come and gone over the last century, but a few pioneers are worth discussing, because they contributed greatly to the art of cartooning as it exists today. The following are two early strips that have important lessons you can apply to your own cartooning.
Pogo by Walt Kelly
Pogo, perhaps the first comic strip to employ many of the traits of the best-written editorial cartoons, was groundbreaking in many ways. Pogo stood out from other cartoons of the day for the following reasons:
It had masterful art by Kelly. One of the primary reasons for the strip’s appeal was the special attention Kelly paid to the art. In comparison to the rigidly illustrated panels of other comic strips of the era, Pogo featured a loose, expressive line that belied the nonconformity of the strip’s content.
It broke accepted conventions. In Pogo, characters might lean against the edge of a panel, allowing it to stretch, as if to convey flexibility or movement. Albert the alligator would strike a match against the nearest panel edge to light his cigar. These characters were aware of their presence in a comic strip, and that added to the strip’s countercultural attitude.
It used sharp political satire. Political commentary was virtually unheard of in the funny pages, but in Pogo, Kelly presented his stories from the viewpoint of his social and political beliefs. Politicians often walked into the strip disguised as fellow denizens of the famed Okefenokee Swamp. Perhaps most notably, Senator Joseph McCarthy was lampooned as a wildcat named Simple J. Malarkey during the height of his red-scare-era influence.
Although Pogo is more than 50 years old, you can discover an awful lot about modern cartooning by examining it. Studying Kelly’s work can help you
Be a better caricaturist. With a few deft lines, Kelly was able to graft the features of a widely known politician onto the visage of an animal. It’s no small feat, but in isolating dominant facial characteristics, he conveyed the image gracefully.
Become a better artist. Kelly’s attention to texture and perspective gave his art a keen realism, even as his expressive lines and playful compositions pushed toward the surreal.
Appreciate language more deeply. Sure, schoolteachers cringed, but Kelly’s dialogue read more like poetry than prose. His characters’ thick Southern accents were laid out phonetically for all the world to see. Kelly used the way his characters delivered their lines to convey as much expression as the words themselves.
Appreciate social satire. Kelly wrote from a distinct political and social viewpoint. He used his targets’ own gestures and syntax against them as he lampooned them not only as politicians but also as archetypes. Rarely heavy-handed, Kelly typically delivered his thoughts quietly — he never shouted.
Peanuts by Charles Schulz
The most successful comic strip of all time centers around a boy and his dog. It may be called Peanuts, but its overall influence has been anything but! With this quiet comic strip, Charles Schulz dramatically changed the landscape of American comics. In large part, the Peanuts mystique can be distilled to the following:
It had simple, accessible art. The entire Peanuts universe is drawn in an almost childish manner. As I discuss earlier in the chapter, simple images allow people from all walks of life to project their interpretations into the drawings. In other words, we see so much in Charlie Brown because we put so much there to begin with.
It used philosophical humor. Although the drawings were simple, the writing was complex. The standard Peanuts gag is far from the slapstick frolic you’d expect about a group of children. Instead, the kids deal with angst and feelings of insecurity. They brood and they sigh. Schulz’s observations were powerful and provocative — making the reader laugh and then think.
As a beginning cartoonist, you can take away several lessons from a study of Schulz’s work. You can
Gain a better understanding of the appeal of creating characters that readers can relate to. Schulz used the concept of archetypes in developing his characters. In other words, Linus represented the young, questioning philosopher, Charlie Brown was the lonesome loser, Lucy was a bully, and Snoopy was an embodiment of wild abandon. By providing his characters with such strong personality traits, Schulz made them instantly familiar to his readers — all of whom surely had met their share of philosophers, losers, bullies, and crazies.
Understand the ways you can incorporate your own personality traits into your characters.Peanuts wasn’t an instant success. In fact, it took years for readers to appreciate the quiet philosophy present in Schulz’s humor. But instead of trying to change to please popular tastes, Schulz stayed true to his inner voice. In many ways, instead of adapting to his readers, Schulz was able to convince readers to adapt to him.
Grasp an appreciation of the beauty in minimalist art.
