Monday, May 16, 2016

Mike Mignola: Grand Master [feedly]



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Mike Mignola: Grand Master
// Muddy Colors


"All I really want to do is draw monsters."
—Mike Mignola

by Arnie Fenner

Capping the presentation of the Spectrum 23 awards May 7th in New York City was the announcement of the 2016 Grand Master honoree. As I explained on Muddy Colors way back in 2012, "What is the criteria to receive the Grand Master Award? Well, at the time the designation is given the artist must be living; their careers must have passed the 20 year mark; their work must have achieved a high level of skill and quality that has been maintained throughout the course of their career; and their art and their attitude must have had a profound impact upon and been a positive influence for the field as a whole."

The list of Grand Master candidates grows longer each year and, honestly, all are deserving for a multitude of reasons. But it was particularly nice when Rebecca Guay took the stage at the Society of Illustrators to talk a bit about this year's recipient, Mike Mignola.


Michael Joseph "Mike" Mignola was born in Berkeley, CA in 1960. A graduate of the California College of the Arts with a BFA in Illustration, he began his career while still a student doing spot illustrations for the small-press magazine, The Comic Reader. His first professional work was as an inker for Marvel Comics, working on such titles as Daredevil, The Incredible Hulk, and Rocket Raccoon. In 1987 Mike also began drawing stories and covers for DC Comics featuring such fan favorites as Lobo and Batman.


Above: Mike's cover to the graphic novel version of Francis Ford Coppola's
1992 film Bram Stoker's Dracula. Since he was originally only working on the
comics adaptation for Topps Mike was surprised to be asked by the director's son,
Roman, to redesign Dracula's castle for the film. Coppola was so impressed with
the results that, he says, "I invited Mike to a work-in-progress screening of the
movie which, in addition to Mike and myself, was watched by director George Lucas.
Mike's movie work culminated with him being asked to draw the storyboards for
a new ending for the film. For his contribution, Mike received screen credit as Illustrator."


Above: On the left Mike's cover for the Aliens Salvation 1993 one-shot comic
and on the right his cover for Conan #29 in 2006, both for Dark Horse. It's fascinating
to watch Mike's stylistic evolution through the years, which Alan Moore has
described as "Jack Kirby meets German Expressionism." 





Mike freelanced for other comics & card publishers as well and periodically worked as a designer or concept artist for such films as Bram Stoker's Dracula (as mentioned above), Disney's Atlantis: The Lost Empire, and Blade II. He also designed the Mr. Freeze villain for Batman: The Animated Series. But Mike was always thinking of something beyond work-for-hire assignments and in 1993 he premiered his creator-owned comics character Hellboy, The World's Greatest Paranormal Investigator. You can read the Wikipedia entry for the origin and backstory so I won't repeat it. Similarly, I won't further recite Mike's biography—his story is told rather nicely here. But what I will point out is:

Hellboy was a hit. Maybe not in headline-grabbing, artificially-driven, speculator-fueled blow-out numbers like "event" titles, but the comics—then graphic novels—were wonderful and popular sellers. People bought them for the art and became hooked by the stories. Hellboy was heroic and conflicted and tragic and funny. The comics won acclaim and awards and attracted a loyal cadre of international fans. Collectors snapped up Mike's original art as quickly as it was offered; dealers did likewise and found customers willing to pay 10 times their original purchase price. Bootleggers and fan artists offered knock-off prints or drawings at comic cons around the world. And Hellboy inspired spin-off series by Mike and his collaborators including B.P.R.D., Abe Sapien, Lobster Johnson, and Sledgehammer 44. He was turned into live-action and animated films; he was licensed for statues, toys, t-shirts, and video games. Hellboy was popular—and still is 23 years after his first brief appearance in San Diego Comic-Con Comics #2.

Hellboy in his various story arcs and tales—like Seed of Destruction, Wake the Dead, and Conqueror Worm—was always as impeccably designed and drawn as it was impeccably plotted and written. "I took everything that I love and stuck it in there," Mike said in an interview with Mental Floss. "And I tried to write Hellboy as a regular person. Not as some superhero comic. And so maybe some of that comes through."


Above: The cast from Guillermo del Toro's 2004 film adaptation. Del Toro says, "Mike's body of work is firmly anchored in comic-book and literary traditions of Machen, Lovecraft, Toth, and Kirby. Yet what has been emerging from them is a species all its own."


Above: A gifted painter, Mike simply doesn't do it often enough.


Above: Mike has collaborated with Christopher Golden on several
well-received illustrated novels.


"Hellboy is a gem, one of considerable size and surprising luster."
—Alan Moore

"Hellboy is a comic-book masterpiece. With style, imagination, and simplicity,
it creates a parallel universe of mystery and horror, which is unique in the medium...
Hellboy restores my faith in the joy of comic books."
—Clive Barker

"Hellboy is a brilliant example of how to elevate the comic of the future to a
higher literary level while achieving a higher pitch of excitement."
—Robert Bloch

Despite all of his enviable successes, Mike Mignola never "went Hollywood" and has remained firmly grounded. For the last few summers he's been instructing at Rebecca's Illustration Master Class, nurturing new talent and giving back to the community. He's kept his sense of humor intact; he's often self-effacing, always humble, and genuinely appreciative of the attention his work receives. While viewing the video of the previous Grand Master honorees—which included his friends and collaborators Richard Corben and the late Al Williamson—before he took the stage I heard Mike whisper to his wife Christine something to the effect that he wasn't sure he belonged in the company of such an influential group of artists.

As I said to Mike that night—and repeat here—without fear of contradiction, without a moment's hesitation, "Yes! Yes you do!"

Congratulations Mike Mignola, Grand Master!


Above: Mike shows off his Grand Master Award. Sculptors Kristine and Colin Poole modified The Muse to have a red patina and sport Hellboy's horn stumps, tail, and Right Hand of Doom.






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Thursday, May 12, 2016

Tekkon Kinkreet Characters Art Book Review [feedly]



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Tekkon Kinkreet Characters Art Book Review
// Halcyon Realms – Art Book Reviews – Anime, Manga, Film, Photography

Tekkon Kinkreet Characters Art Book Review

Commemorating the 10 year anniversary of Michael Aria's Tekkon Kinkreet anime, Studio 4°C has released the "characters" art book, documenting the concept designs, sketches, imageboards and Sakuga work behind the characters appearing in the film.

The character designs are done by Nishimi Shoujiro, who also worked on Akira, Mindgame, Genius Party and many other anime films and TV series.

Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review
Tekkon Kinkreet Characters Art Book Review

(above) I ordered a limited edition from Studio 4°C which comes with an extra Shiro/Kuro book jacket. (below) The jacket for the regular edition.

Tekkon Kinkreet Characters Art Book Review

This beautiful volume is a perfect addition to the Shiro and Kuro art books that focus primarily on the stunning environment/background art work of Tekkon Kinkreet. Highly recommended.

"Tekkon Kinkreet Characters" art book details :

– Dimensions – 26.8 x 19 x 1.8 cm
– Hardcover, 192 pages.
– Full color, in Japanese language ( book contains mostly images )

Buy From Amazon.com | Buy From Amazon UK

Tekkon Kinkreet Characters Art Book Amazon Japan Buy Link

You might also be interested in these items :

How To Order From Amazon Japan - Detailed Buying Guide

Buying From Amazon Japan FAQ

The post Tekkon Kinkreet Characters Art Book Review appeared first on Halcyon Realms - Art Book Reviews - Anime, Manga, Film, Photography.

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Thursday, May 5, 2016

Sketching Ideas: Draw, Doodle and Dream [feedly]



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Sketching Ideas: Draw, Doodle and Dream
// Artist's Network

Draw, Doodle and Dream

Use your sketchbook to expand your understanding of the structures in the world around you. (A sketching lesson excerpted from Your Artist's Brain)

By Carl Purcell

The kinds of drawings you do in your sketchbook will vary depending on your reasons for rendering them. I'd like to explore the sketchbook as a tool and inspire you to use it more and more as a vital part in the way you create art.

Use your sketchbook in whatever manner serves your needs. The drawings in it need never be seen, so you can finish them to whatever degree suits you. You can write in your sketchbook, try new materials or subject matter, even doodle or dream. The sketchbook is your private world.

You may find, as I do, that a particular form is too hard to understand and cannot be drawn in the way you want. Instead, use drawing to gain understanding. Probe beyond what the eye can see to the inner structure of a form. The insights you gain will become a permanent part of your understanding—something that will be evident in the next drawing of a similar subject. The following are a few of the ways I use my sketchbook to help me understand the forms of my subjects more fully.

 

Sketching tips | Carl Purcell, ArtistsNetwork.com
1. Discover the structure
I did this little sketch (below) to help myself understand the structure of a boat in order to draw one with authority. If I follow the top edge of the hull all the way around, it forms a figure eight. The stem and stern are located at the highest points near the ends. Lines that follow the curve of the hull, although not actually evident on the surface, are part of the ribbing inside and help me feel the bulge of the hull. Drawing thus becomes an extension of my eyes. I try to draw what I would feel if I ran my hand over a surface.

 

Sketching tips | Carl Purcell, ArtistsNetwork.com
2. Let your lines grow
Try drawing a tree without using outlines or contours, as I did in the sketch (at bottom). Respond to the upward-reaching gesture with lines that follow the growth pattern. Move outward to the tangle of little branches using a tangle of little lines.

 

Sketching tips | Carl Purcell, ArtistsNetwork.com
3. Draw the movement
Do a drawing from the inside out—from the skeletal structure outward to the edges. You will find that you capture the gesture and the movement better. I did this drawing (below) to feel the action of riding a bicycle. A detail-centered, edge-
conscious drawing would not give me that feeling. This drawing is not for show-and-tell. It's for my eyes only.

 

Sketching tips | Carl Purcell, ArtistsNetwork.com
4. Let your lines tumble
Nature responds to the forces of gravity and erosion. I wanted to do the same with this sketch (at
bottom). Each line was drawn as if it were a small rock falling off the top ledge, leaving a line to trace its descent. The lines are a record of my attempts to feel the rock bouncing off successive ledges until it reached the talus slope where it rolled to an eventual horizontal plane. This is not a copy of a particular mountain. It's a response to the rhythm of the forms—to the forces that shape these kinds of mountains.

 

Sketching tips | Carl Purcell, ArtistsNetwork.com
5. Draw what you discover
Even if I never include this old window and cable drum (at right) in a painting, I now know how these drums are constructed, and have a feeling for light passing through a window and creating shapes of light on interior forms. You can't learn such things by taking a photo. How many times have you seen some small thing—a pile of rocks, a twig, a figure carrying a package, the sun hitting the edge of some form—and thought, I wish I had my camera or sketchbook with me! Save these precious little moments of discovery in your own personal, brief visual notes.

Use your camera to record fleeting images or intricate details, but if you want to understand what you see, draw it. You will put that understanding into your stew of visual knowledge, and everything drawn makes the stew richer. Using only your camera is like having the seasonings but never putting them in the pot.


Sketching tips
  • Create the sketchbook habit. Your camera cannot record how you feel about a subject.
  • Use your sketchbook to expand your knowledge and understanding of things around you.
  • Your visual mind is like a savory stew. Drawing is the only way to add ingredients.
  • The camera records too much. Your sketch records only what is important to you.
  • Know your intent. What do you want to gain from this drawing? What do you want to say with the drawing?
  • Picture the subject as a drawing—then draw!

Carl Purcell has taught painting and drawing at Snow College in central Utah for 30 years and serves as department chairman there. A popular workshop instructor and signature member of the National Watercolor Society, he's received numerous awards for his watercolors. Learn more at www.carlpurcell.com.

This article is excerpted from Your Artist's Brain © 2007 by Carl Purcell.

 

The post Sketching Ideas: Draw, Doodle and Dream appeared first on Artist's Network.


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