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Schoolism Live San Francisco 2015 – Day 2

After an amazingly full day one at the Schoolism Live in San Francisco, day two began with me running behind. The BART, Bay Area Rapid Transit, doesn’t run on its normal schedule on Sundays so I was late arriving at the conference. Instead of being 10 rows from the front I ended up being three rows from the back. Besides being in the back of the auditorium it looked to be a great day at the conference with some great presenters. The agenda for the day went as follows;

Day 2
DRAWING CHARACTERS with Wesley Burt
CHARACTER ILLUSTRATION with Karla Ortiz
TBA with Iain McCaig

Wesley Burt (9:00am – 12:00am)

Day two began with Wesley Burt and for this workshop he focused on Drawing Characters. He began his talk about drawing characters by walking us through some of the projects he had work on and the characters he had designed for feature films. He showed us some of his character designs for Cobra Commander for the new G.I. Joe movie. He also helped design some of the new Transformers in the fourth installment of the movie franchise as well as many other images (Thor, Batman Arkham origins, and The Sims 4). His demo also walked us through his illustrative process. It was amazing to watch him draw characters. He did it so effortlessly it seem to flow so freely out of his hand. He did several rough sketches and finally settled on a anthropomorphic cat creature.

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He spent probably about half of his three hours getting the under drawing just right. He talked about using basic shapes to design his characters like circles, squares and triangles. Once he had his under drawing to a place that he liked, he quickly began coloring it by using the hue and saturation adjustment to swiftly color his drawing. While he was drawing, he also shared some of his process while working with clients. Normally the first round he sends the client is 4 to 6 rough sketches of the character followed by a round of revisions and his third round is normally a colored image. He continued to talk all the while finishing up his drawing. Check out the images below to see how it turned out.

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Image snagged from Wesley’s Tumblr

Karla Ortiz (1:00pm – 4:00pm)

After lunch was Karla Ortiz, concept artist for Marvel Film Studios and clients like Wizards of the Coast, Ace Books, and Tor Books. Her presentation on character illustration began with a PSA. She has a problem with cussing so “if you have a problem with that get the F*#! out”. I didn’t, so I stayed. Once she got into her presentation she had a lot of “Things to keep in mind” like when creating a character illustration remember; the Face, Posing, clothing, presentation and light and location. She had many slides with “Things to keep in mind”. One of my favorite things that she said was “Art is a puzzle”. Most people don’t think of it this way, but I do and it made me smile.  Other good tips included; when a person is viewing your artwork they will normally focus on the face and then the hands. So be sure to get those right.

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For her live demonstration she began with a mad libs that went something like “the blank huntress of the blank tribe is out hunting for food for her pet blank“. These blanks were filled in with Morgana, Mushroom and Bear cub respectively. She, unlike the other presenters, already had her under drawing completed so that we could see her coloring process and how she renders her image. She also used a lot of reference images but unlike the other artists she uses models for her illustrations. In this case she had a friend model the position she had in mind for this drawing and took several photographs of her standing in this pose. While she was rendering, she talked about the brushes that she uses in Photoshop. She uses a standard round brush, a round brush with texture and a square brush. While she was drawing she also played with the brush angle and roundness quite a bit.

Another thing that she talked about was artist injuries. Apparently she had been working herself too hard and hurt her wrist. The injury she suffered was a Repetitive strain injury (RSI). As she was drawing she had several warnings pop up on her screen telling her to stop and take a break. She gave us the names of this software – for Mac it’s call RSI Guard. Although she told us the name of the Windows equivalent, I don’t have it written down in my notes.

Iain McCaig (4:30pm – 6:30pm)

The final presenter of the day and conference was none other than Iain McCaig. He had quite possibly the best name for his presentation out of everybody with – TBA. I’m not sure why he named his presentation this but I’m pretty sure it’s because he wanted to keep it top secret. His workshop was probably the most lively and interactive of the bunch. Iain began by talking about his career and all the projects he’s worked on. The most interesting of all of these was his recollections of the Star Wars prequel movies. He talked about how he came up with the design for Darth Maul. George Lucas had challenged him with coming up with a new character like Darth Vader but not Darth Vader. Mr McCaig began designing new versions of the Sith Lord. He showed these ideas to George Lucas and none them stuck (Image below on the left). So he went back to the drawing board and thought about the most evil thing he could think of, a clown. He put a picture of a clown up on the screen. Everyone laughed. But then he explained how he took the face paint from a clown and instead of making it white he made a black and took the red cheeks and place them all around the face. The final design of Darth Maul is the image on the right.

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I really enjoyed this story because it set up everything he wanted to get across in his presentation. Take something that’s already established and turn it on its head. He gave several more instances where he had applied this in his own career. He was asked to redesign fairies for Peter Pan but didn’t want to use the insect like fairies that had already been established. So he used lionfish as an inspiration for his fairies in this version of the story. Which leads us into the interactive portion of his presentation. We were tasked with redesigning an established franchise. He gave us several options to choose from, the room voted on which one they wanted and the rest of the workshop was spent fleshing out this new idea. The old franchise we were tasked to redesign was Beauty and the Beast. The first thing we needed to do to reimagine this property was to change the genre it was in. The room voted again and we settled on a horror movie set at a high school. We would shout out ideas and he would quickly sketch them on an overhead projector. The final story went something like this; Beauty, a boy who was the lead singer in the high school band, goes passed a haunted house and hears beautiful singing. The boy goes in and the beast, a girl ghost, is sitting there singing. The young boy falls in love with the girl’s singing but she won’t let him leave unless she takes him to the prom. That’s all I can remember. It was quite funny. Iain McCaig didn’t grow up in the United States, so the crowd had to explain to him what prom was and most of the concept of high school. His talk went over it’s time by about 40 minutes but I don’t think anybody wanted to tell the guy who created Darth Maul to stop. His presentation ended in a rush with him selecting two people from the audience that best represented beauty and the beast and he quickly drew them.

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Main takeaways from this conference. Every single one of the presenters made it very clear that the foundation of your drawing is the most important thing and where you should spend the majority of your time. With out a good foundation you can paint like crazy, but you’ll still end up with a flawed illustration. Another thing I noticed is that every single one of the presenters did their paintings in Photoshop. Not that this is that’s strange it’s just I expected there to be a little bit of variety in the software used.

Overall this was a very good conference. Very inspiring and a lot of good information. I tried to share most of the memorable tips but there was definitely a lot more information given. I will definitely be attending next year.

Since I’m a Schoolism Alumni I can get you a small discount. If you’re interested follow the link here to get the discount code.

About the author

  • Norm GrockNORM GROCKContributor, Founder

    Having grown up on the shores of Maui, Hawaii, Norm has always had a love for drawing. Since leaving the Islands’ beautiful beaches and landing in Oregon he went to college and received a degree in graphic design. Now living in Beaverton, Oregon, Norm has been working as a full-time graphic designer and illustrator for the last 12 years. He has spent countless hours perfecting his craft as a freelance illustrator working on several children’s books, a few video games and creating numerous educational products. His ability to draw has given him the chance to do the thing he truly loves — Create.

Schoolism Live San Francisco 2015 – Day 1

Today, July 18th, I was able to head to downtown San Francisco to go to a live Schoolism event. This workshop featuring some pretty amazing artists. I got a two day pass for this conference so I was able to learn from some icons of the entertainment industry. The weekend agenda went as follows;

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Day 1
STORY ILLUSTRATION with Helen Mingjue Chen
COLOR AND LIGHTING FOR ILLUSTRATION with Ryan Lang
PICTORIAL COMPOSITION with Nathan Fowkes

Day 2
DRAWING CHARACTERS with Wesley Burt
CHARACTER ILLUSTRATION with Karla Ortiz
TBA with Iain McCaig

The first day began at 9 o’clock and I walked in about 20 minutes early. I got checked in and picked up my swag bag which had a water bottle in it and a few other Schoolism items. The event was already starting to fill up, so I found a spot about 10 rows back and got ready for the first workshop – Story Illustration with Helen Mingjue Chen. Helen began her 3 hour lecture by walking us through her career so far. From her start at Disney, working on movies like Wreck-It Ralph, PaperMan and Big Hero 6, and into her current position, as an Art director at Paramount. From there, she walked us through a short presentation on what she thinks about when telling a story through illustration. It was a good talk with a lot of good information. My big take away from this workshop was that you need to think of your illustrations for movies as quick reads. The moment you’re depicting will only be seen for a few seconds so the viewer needs to get the information you’re trying to tell in a very quick amount of time. The example she used was if someone had just passed away and you wanted to show the loneliness that the person is feeling you would put them in a room by themselves with all the loved ones old possessions surrounding them. A spot light from the door would highlight the character casting everything else in shadow.

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Then she moved on to the live portion of her workshop where she did a live drawing of an environment scene that she came up with right on the spot. It was an image of two cities. One was upside down in the sky and the other was below. The city on the bottom was fairly normal but the upside down city in the sky had lots of Gothic cathedrals and felt much more old timeie. I thought for her just coming up with the image right off the top of her head it turned out well, but she didn’t seem to be particularly pleased with it. However, she did do a really cool trick when creating the lower city. When she created her perspective grid, the vanishing point was right in the middle of the image, and then she said she likes to “cheat”. Opening a new document she began drawing simple shapes that depict the city as if you were seeing it from the top down. These were just rough square shapes but when she put them back into her illustration she adjusted them to fit her perspective grid. It just gave her a starting point for her to quickly rough out the city. For me I’ve always had a hard time creating large cityscapes and this seems like a great way to get the illustration started quickly. I mentioned this to another attendee and they looked at me like “You don’t know that” so maybe I’m just a noob but, I thought it was a helpful tip.

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She began working on the top city looking up plenty of reference for different Gothic cathedrals. When that was done she quickly ruffed out a character for the foreground and began adding lighting.

Next up was an hour long break for lunch and after that we returned to hear Ryan Lang talk about Color and Lighting for Illustration. This talk was similar to the first, but Ryan began his talk with a short YouTube clip that he said describes his illustration process. Here’s the video.

Similar to the first presentation, Ryan walked us through his career taking a look at movies he’s worked on like Disney’s PaperMan, Big Hero 6 and Wreck-It Ralph. Then he began walking us through a short presentation about his thought process for creating an illustration. This presentation had several very solid tips. He didn’t want to go as far as calling these rules but more like guidelines that you should keep in mind. In his talk, he said that most illustrations he creates are done in five values of gray or less. The guideline he gave was; 0% black, 30% black, 60% of black, 80% black, and 100% black. Another good tip he gave was if you look at the Photoshop color picker the left side of it is all gray. The top starts at a pure white and the bottom left half is 100% black. Anyone can see this just by looking at it but what he talked about that I hadn’t heard was about the other three sides. The bottom half is 100% black but the top half runs from white being in the upper left-hand corner then moving to a 50% value in the upper right corner. Of course you can change the color of this but I didn’t realize that the top right-hand corner was essentially 50% of a value. Then moving down from the upper right corner down to the lower right the value turns to 100% black. I never thought of the top right hand corner as a percentage of grays because the color changes depending on what shade you want.

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Once his presentation ended he began showing us several images that he was going to use as reference for his live drawing demonstration. These images were of destroyed buildings which he was going to use as reference for a giant Mech standing on top of them.

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He began his image by finding the lightest light of his drawing and the darkest dark and began roughing in the rest of his shades of color. Ryan did his value studies in color which I hadn’t seen before. Most people I’ve seen do their value studies working only in grays and adding the color later but Ryan worked differently. Doing his value studies in color. He worked on the rough value study for the better half of two hours and then finally began refining the image for the last 60 minutes. The image turned out really well. Ryan seem to be a pretty funny genuine guy. He turned his robot into a turtle mech which got a pretty big laugh from the crowd.

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Snagged from Ryan Lang’s Instagram

The day began wrapping up with a half hour break and then the final presenter of the day was Nathan Fowkes. My mind was struggling to find room to hold any more information but Nathan had every intention of filling every last braincell I had. Which wasn’t a good thing, because I don’t know if any of you have ever heard Nathan Fowkes talk before, but this guy has a lot of knowledge to share. Which lead to a lecture that had a lot of information in a short amount of time. His lecture was about pictorial composition. He began this workshop more like an art history class and talked his way through old masters and how he applies what he learned from them to his own work doing visual development for movies. The majority of his talk was about unity with variety; big vs small, hard vs soft, dark vs light, active versus passive and saturated versus desaturated. Next he talked about how everything you see is made up of hue, saturation and value. The end of the presentation finished up with Nathan showing several videos about how you can take one illustration and change the mood of it just by changing the lighting. For instance he created a castle illustration and changed it to feel six different ways. The first was a very iconic lighting scheme with the light shining through the spires of the castle. Then he took the image in a different direction moving to something that was much more moody like a zombie film.

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He then reworked the image to have a storm blowing in. To accentuate this he added a lightning strike hitting one of the castle’s towers. Finally, he finished up with a bright sunny “my little pony” version of the castle. I wish I could remember more about this presentation but my mind was on overload at this point. Sadly my notes didn’t really help. My brain and my hand weren’t communicating anymore, so they were just illegible scribbles.

Day one wrapped up with a group photo and a whole lot of really crammed brains.

Since I’m a Schoolism Alumni I can get you a small discount. If you’re interested follow the link here to get the discount code.

About the author

  • Norm GrockNORM GROCKContributor, Founder

    Having grown up on the shores of Maui, Hawaii, Norm has always had a love for drawing. Since leaving the Islands’ beautiful beaches and landing in Oregon he went to college and received a degree in graphic design. Now living in Beaverton, Oregon, Norm has been working as a full-time graphic designer and illustrator for the last 12 years. He has spent countless hours perfecting his craft as a freelance illustrator working on several children’s books, a few video games and creating numerous educational products. His ability to draw has given him the chance to do the thing he truly loves — Create.

Blog Post to Audio File

Yesterday, I found something great using my Mac. I normally find many great articles online about how to improve my art – Everything from how to better market myself to a new trick in Photoshop. The problem is I never find the time to actually read these articles. I always open the post in a new tab in Safari with the best of intentions of going back and reading the article, but I never seem to find the time. So yesterday I had about 15 of these tabs open and was just about ready to close them all because I knew I was never going to read them when I had a thought. What if there was a way to convert these articles into an audio file that I could just listen to. I love listening to audiobooks while I work so this seem like a great idea, but how to do it. It turns out it’s easy, if you’re on a Mac.
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On a Mac all you need to do is select the text you want read, using speech to text, and then click on the text holding the Control button. The normal control options show up and if you’re using OSX lion or higher in the dialog box will be a option called “Services” and under services will be another option that says “add to iTunes as a spoken track”. Click the option and another dialog box will pop-up asking you what you would like to save the file as, which voice you would like to use, and where you would like to save the file to. Click save and after a few seconds the text you had selected turns into a audio file inside iTunes for you to listen to at your leisure. I know the voices in OSX aren’t perfect to listen to, but it’s one way to get the information without having to sit down and find the time to read all these articles.

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A few things to keep in mind when trying this. It needs to be an Apple application. I’ve got this trick to work in Safari, Preview using a PDF and TextEdit. I’m sure there are many more ways to do this but these are the Applications I use in my own personal workflow. I haven’t been able to try it in all applications, but I did try in Google Chrome and this option was not available when I selected the text. There’s probably a PC way to do this as well but since I’m on a Mac I haven’t done the research. If anybody knows of a way please let me know in the comments or write you’re own post, it’s fun.

I personally will use this for all the art articles I want to read, but when I told my wife about it she was super excited about using the same trick for all of the sites she frequents as well. I guess the Internet is full of loads of other information besides artist blog articles, who knew.

About the author

  • Norm GrockNORM GROCKContributor, Founder

    Having grown up on the shores of Maui, Hawaii, Norm has always had a love for drawing. Since leaving the Islands’ beautiful beaches and landing in Oregon he went to college and received a degree in graphic design. Now living in Beaverton, Oregon, Norm has been working as a full-time graphic designer and illustrator for the last 12 years. He has spent countless hours perfecting his craft as a freelance illustrator working on several children’s books, a few video games and creating numerous educational products. His ability to draw has given him the chance to do the thing he truly loves — Create.

Creating a graphic novel: Thumbnails to Finished Art

My new all-ages graphic novel is now live at www.zoesparks.ca To give a little bit of insight into my process, I thought I would share some of my sketches and show the stages I go through in creating the artwork.

1. Writing/thumbnailing

I start with a story goal in mind, a short written outline, and a loose series of plot points that I write out on a plot diagram. Since I’m very much a visual thinker, the meat of my writing process involves thumbnailing out small sequences of images. I create scenes organically as I let the pictures lead my thought process on where a scene is going. I fill many pages with scenes and snippets of scenes. Then I go through them all and refine and combine these small scenes into thumbnailed pages as the story fits together in sections. This is a lengthy push and pull process, and I find this method helps me stumble upon a lot of interesting scenes and sequences I may not have thought of if I was writing words with the more logical side of my brain. As I thumbnail I also jot down little bits of dialogue in the margins, but sometimes the visuals will give me a good indication of the story at this point without getting overly detailed about dialogue. In the end, I eventually end up with a rough story pieced together from these small thumbnailed pages. At this stage I do a lot of moving of pages/scenes around, adding dialogue, and adjusting things until I’m happy with the story.

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2. Penciling

Once I have the thumbnailed pages – these are usually drawn very small at 1.25″ x 2.5″ – I scan them and place them into Manga Studio. (See this blog post for details on how I set up my story and pages in Manga Studio). I enlarge the tiny thumbnails to actual page size, and then draw my pencils on a new layer using the thumbnails as a loose guide.

The following is a step by step process for two pages…

Hand drawn thumbnails:

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Pencils in Manga Studio. All dialog and word balloons are placed at this stage:

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Inks in Manga Studio:

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Pages are then exported and colour flatting is done in Photoshop:

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Final shading and highlighting in Photoshop:

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And that’s basically my process.

Also wanted to share some of my working/concept sketches. Here are a few cover concepts:

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And the colour artwork for the covers. The cover I ended up using was the one on the far left:

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Back cover/interior endpaper concept 1:

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Back cover/interior endpaper concept 2:

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Concept artwork:

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I hope you enjoyed this behind the scenes look into my process.

 

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About the author

  • Chris JonesCHRIS JONESContributor

    Chris Jones is a Canadian based children's illustrator. He has always been interested in telling stories visually, and his colorful style focuses on humor and expressiveness. A graduate of the Ontario College of Art & Design (OCAD), he has illustrated for several magazines and educational publishers. Chris is inspired by good music, good books, long walks, and generous amounts of coffee. Chris is a member of the Society of Children's Book Writers and Illustrators.

Posting schedule change to OUaS

Hello Dear Readers,

On August 22, 2013 I put Once Upon a Sketch on hiatus and in January we brought the site back with some wonderful new contributors. These new contributors were all willing to share their knowledge and experience with our readers. I personally enjoyed reading what they had to write each week and their posts not only inspired me but also helped me to become a better illustrator. I didn’t know how long we could keep this new format going with so many new factors involved and so many contributors. As the months have gone by people have become more and more busy and have had less time to contribute to the site. Bringing us to now when we no longer have enough contributors time to continue our normal output of posts each week. We knew we would not be able to keep up this format forever but tried to keep it going as long as we could. We knew there might be a day when we would have to make some changes to the site and that day is here. As of today we will be no longer posting twice a week on Mondays and Wednesdays and moving to a format that’s a little bit more sporadic. I will continue writing one post a week which will be posted to Once Upon a Sketch as well as my personal website. With the other contributors busy schedules they will be adding in their posts as well but it won’t be as structured as before. When they have time to write a post they will put it up both here and on their own personal sites. We are also playing around with some other ideas to keep our content fresh. Once we figure out these new ideas we will share this information with you.

Of course all the content that has been created on the site will continue to stay up for a long time. I hope people continue to use this site as a resource and it continues to help people grow and become better artists.

Norm Grock

Highlights from the SCBWI Midsouth Conference

Over the weekend of September 12-14, Nashville Tennessee hosted the Midsouth regional SCBWI conference. The faculty included editors, agents, and art directors from a variety of publishing houses plus writers and illustrators from the kid lit world. I always sound like a broken record but I really think joining and participating in SCBWI conferences are a must for illustrators trying to break into the kid lit biz. From all my pages of notes here are my top 5 from the sessions I attended:

1) Pay attention to all your characters and love your villain. Don’t relegate the secondary characters in your story to props. This was from keynote speech by Gennifer Choldenko, author of Al Capone Does My Shirts. From an illustrator perspective this means give the secondary characters just as much detail and expression as the main character.

2) Every tweet is in the Library of Congress. Whoa, what? This was from a session on social networking and building your brand with literary agent, Lauren MacLeod. What does it have to do with an illustration career? It means what you tweet could literally last longer than what you say or write anywhere else. Just something to keep in mind as we network online.

3) From Workman publishing director Daniel Nayeri’s session on “How To Make Interesting Art” I wrote down “nearly everything is art but not everything is interesting.” Nayeri urged artists to determine for themselves what the conversation of our age is (consumerism? sensationalism? meta-theism?) and have our art inform one side or the other of the conversation. This session was intense, almost like a college art and philosophy class. Now that I’ve had a week to mull over my notes I believe this goes back to the concept of ‘voice’ in art. Is for own voice shaped enough so that your art looks like no one else’s?

4) On Sunday I attended a panel with agent Rosemary Stimola, author illustrator Amanda Driscoll, and editor Kelly Delaney of Random House where they discussed the spark and creation of Driscoll’s debut picture book Duncan the Story Dragon. While little of the text changed from acquisition through edits, Delaney urged Driscoll to push Duncan’s character through some extreme changes. Duncan started as a more “traditional” looking dragon but evolved into a more childlike character, which resonated with the story better. In a study in editorial revision, almost every page of the original dummy was changed dramatically… but for the better. Another thing I noted from this panel was that one of reasons Stimola was initially drawn to the story in order to offer representation was that she appreciated the real world solution to the problem even though the characters were magical creatures.

5) My last session was with Simon and Schuster art director Lucy Cummins who discussed “How To Get Work, Agented Or Not.” The number one thing she looks for in illustration submissions are memorable characters. Postcards are still a great way to get the attention of an art director, and they don’t get as many as some illustrators might think. Cummins mentioned that she is always looking to add to her to go-to stable of artists who are excellent draftsmen – they can draw anything. And, it bears repeating, they never miss a deadline.

 

Read more about other sessions panels at the conference blog. Publishers Weekly also covered the conference for Children’s Bookshelf. Check it out here.

About the author

  • Mary Reaves UhlesMARY REAVES UHLESContributor

    Mary Reaves Uhles has created award winning illustrations in books and magazines for clients such as Cricket Magazine Group, McGraw Hill, Magic Wagon, and Thomas Nelson. Before beginning her career as a freelance illustrator, Mary worked as an animator on projects for Warner Brothers and Fisher-Price Interactive. A PAL member of the Society of Children's Book Writers and Illustrators, Mary calls Nashville home and spends her free time behind the wheel of the family mini van.

Add Photo Adjustment Layer in Photoshop

In this video I give you a quick tip about adding a photo adjustment layer to my illustration, when I’m just about done with my image.

About the author

  • Norm GrockNORM GROCKContributor, Founder

    Having grown up on the shores of Maui, Hawaii, Norm has always had a love for drawing. Since leaving the Islands’ beautiful beaches and landing in Oregon he went to college and received a degree in graphic design. Now living in Beaverton, Oregon, Norm has been working as a full-time graphic designer and illustrator for the last 12 years. He has spent countless hours perfecting his craft as a freelance illustrator working on several children’s books, a few video games and creating numerous educational products. His ability to draw has given him the chance to do the thing he truly loves — Create.

Thoughts on Creativity Inc

Before reading Creativity Inc by Pixar President Ed Catmull and Amy Wallace I wasn’t entirely sure what I could learn from a book written for creative leadership. I love Pixar and all they create but learning how their company runs didn’t really seem appealing to me at first. Well it turns out I was wrong. I learned quite a lot about my own creative endeavors as well as some thought provoking tips for life. Mr. Catmull has devoted his life to learning how to build not just a successful company but a sustainable creative culture and he shares his knowledge with the readers. Catmull’s purpose for writing this book is to not only to tell, but also to teach through his learned experiences. He talks about how he has seen many creative companies go off the rails and he wonders why? How does one build a successful company with a sustainable creative culture? He asks these questions and gives his answers to why.

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Creativity Inc: Overcoming the Unseen Forces That Stand in the Way of True Inspiration is so much more than just a book for managers, it’s a wonderful tale of how Pixar was created while intertwining Catmull stories of how he became a manager himself and helped build Pixar in to the household brand that it is today. The book begins with a very young Catmull and his inspiration from Walt Disney. From there he explains how he gave up on his dream of becoming a feature film animator. Making the most of his talent in math he studied physics and computer science at the University of Utah. After finishing at UU he moved on to work at Lucasfilm and finally came full circle to his boyhood dream of working at Disney. Catmull tells an engaging story of how he fosters creativity at all the companies he’s worked at. “If there are people in your organization who feel they are not free to suggest ideas, you lose. Do not discount ideas from unexpected sources. Inspiration can, and does, come from anywhere.”

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If you’re reading this post, I’m assuming that you’re a creative person and you’re interested in how the creative process works. Well this books process is broken up into four parts: “Getting Started,” “Protecting the New,” “Building and Sustaining,” and “Testing What We Know.” Throughout all of these sections he focuses not as much on the process, but more about finding the right people. It seem’s to me that this is more of the process at Pixar than anything. Be flexible and give creative people the ability to do what they do. Personally, I wish more companies had this motto but at least for the companies I’ve worked for these values are a little hard to come by. The book is not all about the Pixar process, it also gives fun insights into their movies like, did you know that the first plot for the movie Up revolved around a King that lived in a floating castle and his two sons were vying for who would be the next to sit on the throne. That’s nothing like the movie I saw. So how did they get there? Well, Pixar has A group of people called the “brain trust.” The brain trust is a group of Pixar’s most trusted creative people who get together every 3 to 6 months to try to work out problems with their movies. The movies are presented and this brain trust gives their suggestions on what is working and what’s not. I’d love to be a fly on the wall in these meetings!

The most poignant thing that I took away from the book is “Don’t wait for things to be perfect before you share them with others. Show early and show often. It’ll be pretty when we get there, but it won’t be pretty along the way.” That’s a quote straight from the book. I wrote it down because it really speaks to me. It’s something that I don’t do in my own creative process and need to begin to incorporate. Another quote that I loved is along the same lines, “if you seek to plot out all your moves before you make them—if you put your faith in slow, deliberative planning in the hopes it will spare you failure down the line—well, you’re deluding yourself. For one thing, it’s easier to plan derivative work—things that copy or repeat something already out there. So if your primary goal is to have a fully worked out, set-in-stone plan, you are only upping your chances of being unoriginal.” I hate to just copy this quote and be unoriginal, but there’s so much truth behind these comments I can’t help but want to share them.

My main take away from Creativity Inc. is that Ed Catmull is a very smart guy. He and Amy Wallace have written a brilliant book with tons of insight into the creative process. It’s amazing what Pixar has accomplished and it’s fabulous to get a look at there creative process and how they foster creativity. I personally listen to my books and I can’t wait to start this one again.

Personal Projects: Why They Are so Important

As artists and illustrators you’ve probably heard it before –  working on your own projects outside of client work is really important for your development.

Let’s face it, working in the field of illustration can be difficult and discouraging at times. Finding client work, submitting to publishers, trying to find an agent – it’s a constant grind for most of us, so it’s important to set aside time to work on personal projects. This can be anything – a single illustration, a series of illustrations on a theme, a comic, a picture book, the possibilities are endless. A personal project will be something that excites or inspires you – something you are passionate about. Working on a project that means something to you will give you the fulfillment and satisfaction you can’t get from client work alone. And this is vital over the long term in maintaining your creative energy levels and personal artistic happiness that will spread out into all other areas of your work and life.

I think the importance of personal projects can be summed up into three main points:

Skill Building

Personal projects are a great way to build your skills and discover new techniques. When working on something for yourself you’ll push yourself harder, and often find you produce your best work. Creating something that has personal meaning almost always gives you better results than something you create for a client.

Gain Confidence

Building skills with personal projects will also help grow your confidence. It’s a good idea to start out with smaller projects at first, so you can see them through to completion. Completing your projects is key, because that gives you the confidence that you can see them through, and will give you a sense of accomplishment. This will in turn motivate you to start another project – perhaps bigger or more ambitious that the last.

Personal Fulfillment

Have a picture book or comic idea that you are excited about? Instead of submitting it to agents or publishers and playing the waiting game, you may want to consider working on it for yourself. There are many options for self publishing these days, even if you just decide to simply publish your project on the internet. There is a great sense of accomplishment and satisfaction in seeing your project complete, and you may even find you can build yourself an audience along the way. I myself have published quite a few projects this way, and I have found it very fulfilling and motivating.

A Final Word

With the openness of the internet and social media right now, there are minimal barriers to getting your work out there. Of course the challenge is in getting your work noticed, but that’s part of the fun in building an audience. There’s never been a better time to be an independent creator. There are so many creative ways to get your work in front of people, and many artists are already doing just that – side stepping the traditional publishing routes and building audiences for themselves. I think we will see this trend continue to grow in the future.

About the author

  • Chris JonesCHRIS JONESContributor

    Chris Jones is a Canadian based children's illustrator. He has always been interested in telling stories visually, and his colorful style focuses on humor and expressiveness. A graduate of the Ontario College of Art & Design (OCAD), he has illustrated for several magazines and educational publishers. Chris is inspired by good music, good books, long walks, and generous amounts of coffee. Chris is a member of the Society of Children's Book Writers and Illustrators.

Wacom’s new Fine tipped Stylus’

The holiday season is quickly approaching which means it’s time for our favorite product manufacturers to start releasing updates to their products just in time for the holiday shopping season. Last year Wacom released the Intuos Creative Stylus and it was their first pressure-sensitive iPad stylus. I personally found this first stylus to not be the best solution. It didn’t really mimic the real feeling of drawing on paper or drawing on my other Wacom products. Last year’s model from Wacom, the Intous Creative Stylus, had a large rubber nib on the end which made it hard for me to do precise drawings. I never understood why stylists were designed this way. I am assuming it was to mimic using a finger when writing on a tablet, but I thought a stylus should be more precise than using any of your five digits.

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Well, this fall Wacom will be offering two new products to try to fix this issue. The first is the new Bamboo Stylus Fineline. It’s a smart stylus with a new thinner tip. This new tip is made of a 1.9mm solid plastic tip and can register 1,024 levels of pressure sensitivity. The Fineline is available in an assortment of colors including silver, blue, grey, orange and pink.

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The iPad screen doesn’t support pressure sensitivity so Wacom makes up for this by having the pen register the pressure you are applying and sending it to the tablet using Bluetooth technology. For this to work the application you are running needs to also register the pressure you’re applying so the software and the Stylus need to be able to communicate. The Fineline has some great 1st and 3rd party app support including Wacom’s own Bamboo Paper app, Noteshelf, Notes Plus, INKredible and GoodReader. But the best feature of all is that the Fineline lasts up to 26 hours on a single battery charge.

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If the Bamboo Stylus Finetip is not your style and you would like to step up Wacom has also updated there Intous Creative Stylus. This new offering simply called the Intous Creative Stylus 2 has 2,048 pressure levels of sensitivity, that’s the same level as their professional desktop offerings with their’s Cintiq. I’m not saying the two are comparable but the specs are the same.

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It has a 2.9mm solid plastic tip and works with a wide range of apps including Bamboo Paper, SketchBook Pro for iPad, ArtRage and ProCreate. It can also connect to Wacom’s own Cloud services. Both of these new stylists are compatible with iPad 3, iPad Mini, iPad Air or greater. If you’re interested in these new stylists you can pick one up for $79.95 for the Creative Stylus 2 or the Bamboo Stylus fineline for $59.95 from the Wacom online store or from one of their registered retailers like BestBuy or Amazon.

About the author

  • Norm GrockNORM GROCKContributor, Founder

    Having grown up on the shores of Maui, Hawaii, Norm has always had a love for drawing. Since leaving the Islands’ beautiful beaches and landing in Oregon he went to college and received a degree in graphic design. Now living in Beaverton, Oregon, Norm has been working as a full-time graphic designer and illustrator for the last 12 years. He has spent countless hours perfecting his craft as a freelance illustrator working on several children’s books, a few video games and creating numerous educational products. His ability to draw has given him the chance to do the thing he truly loves — Create.