From: [i--ru--r] at [cats.ucsc.edu] (Isaac Truder) Newsgroups: rec.arts.comics.info Subject: Rob Davis Comics Career Article 4 of 9 Date: 2 Sep 92 11:30:56 GMT A Mr. Rob Davis, comics aritst, has written a number of articles on the subject of breaking into the comics business and conducting your business once you're in. He has recently personally given me permission to disseminate his articles to the Internet (they were previously available on CompuServe). These articles originally came from a publication called the Comics Career Newsletter. This one gives some artistic hints on coloring for comic books. COLORING TOO By Rob Davis Last time, we dealt with the technical aspects of coloring. With that out of the way, we can deal with style and method and some of the unusual properties of color. The 19th century physicist Mich-Eugine Chevral stated two laws of color that are useful to anyone working with color. The first, "simultanous contrast", refers to the fact that when complimentary colors are placed next to each other they tend to increase the intensity of of each other. Red will seem more intese and "jump forward" when adjacent to green. The same of orange against blue, yellow against violet. The second, "successive contrast", is the optical illusion that a complimentary "glow" is imposed upon a surrounding weaker color -- grey becoming greenish next to a red, yellowish next to a violet, and so on. As implied earlier, cool colors tend to recede and warm colors to advance. There are some exceptions to this. Green will seem cool when surrounded by yellow but seems warm next to blue-green. In nature objects take on a more bluish or grey tone with distance, nearby objects have colors that are more intense and are mostly warm. Lighter tones of any color will recede into the background when against a full intensity primary color. That's why most superhero costumes are made up of primary colors -- it makes them jump off the page! Certain colors and combinations of colors evoke emotional responses in the viewer. Artwork can be given different color-schemes and each will have its own emotional message. "Purple with rage", "red-faced embarrassment", "yellow cowardice"; these are just a few examples of color emotionalism. In any drawing there are three planes where the action takes place: fore-, middle-, and background. In order to keep panels and pages clean and easy to read there should be contrast between the foreground figures and their setting. Subtle variations should only be made within each plane. Contrast between each plane of the panel is important in making each quickly understood, which is the goal of any good colorist. Let's color a panel in our imagination as an example. In the foreground is a street corner with a street lamp, middle ground is a slug fest between two or more heroes, background is a building. Foreground: a solid color "knock out" -- preferably a secondary or tertiary color. Middle ground is normal colors of the antagonists (in a case where the characters aremuch to small for a complete color rendition, a primary knock out might be called for). Background -- grey or any light, cool color so the building recedes. With this combination, the action takes precedence and the setting doesn't overpower it. Keep things consistent and simple. Backgrounds shouldn't be broken up with too many different colors. Make the key elements important. Keep the contrast and avoid all light or all dark panels. Strict attention should be paid to the script. Don't place green leaves on a tree in a late fall scene! Check the time of day, or night, and the position and type of light source in the drawing. Study very carefully colorists that you admire. Watch how they use color to their advantage. The greatest lesson can be learned in observation. Most important -- remember the KISS rule: Keep It Simple, Stupid! Clarity, depth, and contrast are the most important elements to good coloring. +---------------------------------------------------------------------- | This article is Copyright (c) 1992 by Rob Davis. The author is a | feelance artist whose work has been seen under a number of different | company logos. His professional comics career started with SYPHONS | #7 from NOW Comics, as a letterer. He also lettered RUST #'s 1 and | 2 and penciled, lettered and inked DAI KAMIKAZE!. At Malibu | Graphics Rob has penciled and inked several projects. Among those | were SCIMIDAR and MERLIN. For Innovation Rob penciled STRAW MEN, | MAZE AGENCY, and QUANTUM LEAP. At Rip-Off Press Rob penciled, | lettered and inked THE ADVENTURES OF CAPTAIN NEMO. At Marvel Comics | Rob penciled theee issues of Hanna Barbera's PIRATES OF DARK WATER. | At DC Comics Rob has penciled STAR TREK: THE NEXT GENERATION, and | STAR TREK (one issue each as fill-in, so far). All this as of | September, 1992. -- -Hades (Brian V. Hughes) "Egads! These look like a women's fingerprints" -- Durlock Holmes