Showing posts with label robots. Show all posts
Showing posts with label robots. Show all posts

Saturday, December 23, 2017

Saturday Revue December 23: Robo Hole

 Brace Yourselves!

Your Life Is Being INVADED By


Black holes. Hyper-evolved technology. Asteroids destroying your yard.
An Algebra test at 9 in the morning to top it off. 
Brace yourselves, you are now entering the Robo Hole. Jump in with your guide, the creator Trusty Shamrock.

The Rating


The Raves

A wonderfully sharp and snarky tone keeps this classic 'alien in my back yard' storyline moving at a good clip, the wheels liberally greased in sarcasm.  This clever and quirky tale takes the idea of E.T. in a far less saccharine direction, replacing adorable grade school characters with jaded middle grade kids and all that comes with it: the angst, the arguments, the snide comments and the wit. The color palette matches the slightly sour mood of all early teenagers as they navigate the rocky road to adulthood, with some very interesting cybernetic twists and alien-induced surprises along the way. Like Stranger Things? Add a fourteen year old sister who's not amused and you've got Parsnip, our main female protagonist.
There's a good sense of world building in this story, and the character design is consistently witty and distinctive.  As the story continues, the learning curve on the art really shows, and the backgrounds on the newest pages are especially gorgeous. I've been more and more impressed by the creator's grasp of texture and lighting in the natural world.  The scene building is both well done and witty. 

The Razzes

Now that we've talked about how lovely the static scenes are, let's talk about human form and movement. It needs a little work. When standing still Parsnip and her gang look pretty good
 But when there's motion, things start to get a little stiff. There's some serious work to be done in foreshortening and in facial structure.
Let's begin with facial structure in profile and at an angle. The human face IS HARD, mainly because we're programmed to read tiny differences in human faces and therefore any minor issue in the face makes our brains go 'wait...no no no not good'. This is a hellish bane to artists.  But there's specific things that can be done to improve.
DragoArt does a wonderful full  tutorial on the subject of the human face, but the basics are shown in a single image:

Another good point to remember is:



Basically, the face is not flat. Unfortunately the creator has a tendency to draw it as if it is, which results in this uncomfortably wrong look.

 I reccomend keeping a copy of a really reliable artist's diagram for the human face and referencing it regularly until the problem is solved. Here's a good one from an old art book.


Another good resource is "Headshots" by Christine Welman a.k.a Errant Crow • Blog/Website (www.errantcrow.deviantart.com)
Now, for the movement problem. There are very few straight lines in the human body, so drawing a figure with straight lines isn't going to help the human eye. Take this piece for example. Without the s-curve to the spine, the body seems stiff and unreal. I recommend trying the Line Of Action method to improve fluidity.


Here's some ideas (MC's note: I got these a few years ago from a friend, if you know the artist feel free to comment with credit dear readers.)



 The Revue

Grab your tunes, turn up the volume and sit down  on Saturday morning with your cheerios and Robo Hole. Give yourself a treat.














Sunday, June 26, 2016

Backstage Pass June: Daniel Sharp


Hey, Guys! We Got You A Pass!

Let's Go Backstage And Meet Daniel Sharp!

So Dan, tell us about yourself!

Rockwell had it right 
I'm a husband, father, and MD/PhD student (school forever!). In my "spare" time I write our comic, volunteer as the Scoutmaster for the Boy Scout troop my church sponsors. 


Main Project

 The Demon Archives, a post-apocalyptic sci-fi story featuring powered armor and snarky AIs. 





Other Hobbies And Obsessions

 Alongside the classics of reading and video games, I guess, I recently discovered/decided that table top gaming (a la Dungeons and Dragons) is actually a rather enjoyable way to spend time with friends. So I run and play in a couple of games in person and even online with distant friends.






So, tell us about your early experience. How did you fall in love with telling stories in pictures?

  So, first off, I am not an artist. Horribly rendered stick figures are my forte. I am a writer, and work WITH a talented artist, Sebastian Piriz (http://sebasp.deviantart.com) to make our comic.
The mighty Seba
We got started when I took a creative writing class from Fantasy author Brandon Sanderson back in my last year of undergrad. My brother and I had been talking about this world/story, so I developed it into a novel. While working on that, I realized that my biggest weakness was in conveying the visual feel and setting of the story, and that it would be cool to have it as a graphic novel. So we ended up contacting and hiring Seba to draw it, and have been posting it online ever since.
The interesting Nick













What media and programs do you work in to produce your project?

This doesn't apply to me as much (Microsoft Word?), but I know that Seba uses Manga Studio and Photoshop for his inks and colors, respectively. We also make use of a site called Basecamp that allows us to coordinate effectively.





Can you tell me about your typical day or strip-creation session? How does your working process flow?

 I can't speak too much for Seba's visual process. Normally what we'll do is I'll plot out the chapter, giving it to him in chunks I think fit about a page. He is better at page and panel plotting than I, so normally he'll draw a quick sketch breaking it down visually. We'll talk about it, and he'll start doing inks while I finalize dialogue. Then he'll do the colors. It's a lot of back and forth.

Can you tell me about your storytelling process? Do you prefer to script your stories, fly by the seat of your pants, or somewhere in between?

In terms of the story planning, I initially wrote a large chunk of the story as a novel. We've since passed that point, and while I know where the story is going and have major plot points plotted out, I'm letting the story and characters grow a bit organically, one chapter at a time, for the most part. It allows me to make adjustments as I see a page, or as a reader makes a comment that makes me rethink something, etc. Plus, Seba often has great ideas for the story and characters.

You explore both the future of technology and the twists and turns of human psychology with amazing skill; your understanding of the concepts is some of the best out there. How do you go about researching ideas you'd like to use in your work?


 A lot of it just started with my brother and me chatting and spitballing about what the future could conceivably be like. While there is a lot of "rule of cool" in our choices, most of it is honestly just me extrapolating off of existing tech and possibilities. I'm rather well educated (school forever!), especially in the ability to read scientific journals and whatnot, and enjoy just thinking about things. I also try to recognize my limitations and look for expert counsel on topics I am unfamiliar with. Some of this is through books, much of it is from connecting with individuals online (in topic-oriented communities like reddit, for example).

Do your ideas grow from your reading, or do you get ideas and then research them?

 A little of both? Sometimes it's "man wouldn't it be cool if Tenzin's suit could do X? Let's look for the science about that!" Sometimes it's "Huh, neat! Scientists made prototype/proof of concept for Y. Given 100 years and some sci-fi, that could totally be Z. Let's give Tenzin Z." On average, probably more of the first variety.

What are some of your most reliable research sources?

Because of my scientific education, I feel rather confident in my ability to weed thru Google and Wikipedia to find good data. Often that means finding some popular science article and then delving past it to the original source material. Similar to how I tell my friends and family to let ME put their symptoms into WebMD, because I am more able to filter out the junk and find the useful tidbits.


What’s the most difficult part of your work?


The most difficult part for me is just making time for everything. Researching, writing, managing the site, the community interaction, advertising, marketing, etc. So much stuff to do for my hobby in my "spare" time not working on my degrees or spent with my family.


How much of a buffer do you like to keep? 


 Personally, I prefer having almost a full chapter of buffer. But a lot of that is out of my hands. Seba is a full time freelance illustrator. We can't pay him enough to work on our stuff full time (plus he'd get bored, and has his own stuff), so sometimes it's hard to keep a buffer going. Lately we've been going week to week.

What message do you hope readers take away from your work?


 Hmm, I'm not sure if I have any particular message I'm trying to get across. I'm mostly just trying to tell a fun story I came up with in what I imagine is a semi-plausible future. If people want to take away something, that's on them and how they engage with the story.

That said, there are definitely some themes I guess that we're trying to hit. Things like what it means to be a person, bodily autonomy, dealing with stress/depression/PTSD, thinking about a potential cybernetic future (iBrain, anyone?), etc. Readers are welcome to take away whatever conclusion and implication they want, I'm just presenting a story with themes and events I like. I often try to actually present multiple sides to these themes, as well.


What keeps you devoted to telling the story you’re telling?

 Can't stop now! If nothing else, I need to finish the current story, and have it all printed up on my shelf someday :)

Rock On, Dan and your awesome team. We look forward to the next big bang in your story!



Sunday, May 22, 2016

Sunday Revue May 22nd: Robotto Jukujo

Ladies and Gentlemen...


In the left corner weighing in at 3 tons we got Gaiko King...


In the right corner with his giant spiral... Lancelot...


...Let's get ready to Ruuumble! 


I'm guessing this is Robot-mom in her fighting form.
Robotto Jukujo by Nemo tells the tale of Tomodachi, who wants to put together a pit crew and build a fighting robot to take on the likes of Gaiko King. He's a tantrum-throwing dork with huge ambitions and the will to make it happen.

Rating



Raves

One of my favorite bits in this comic, and I wish there was more of it, was the interaction between Robot-mom and the toaster oven. In that scene, mom thinks she's showing signs of depression -- it seems like she's having your classic existential AI crisis: a machine wanting to be human, and she confides to the cat-shaped toaster.


I think it's clever and hilarious that the toaster-neko burns his responses to mom on pieces of toast and pops them out. I don't know where he reloads the toast from, but it doesn't matter to me, I still think it's funny, and if anything I would have loved more of those two hashing out her existential crisis through a loaf of wonderbread. Mom's story seems much more interesting than Tomo's. She spots Tomo's Youtube clip of Gaiko King and Lancelot fighting a match and it seems to light a fire in her, but it's never really followed up in a way that's empowering or freeing to Robot-mom.

The art in the first chapter of Robotto is great looking as well -- both the color pages and manga b/w ones. In the second half it appears that the artist changed, but I'm not sure. The style definitely changes. We go from a more mainstream manga look to something that's heavily stylized and a bit sloppy at times, but the bigger change is that it's in color whereas chapter 1 isn't.

I like the robot design for Gaiko King in the first chapter as well.

Gaiko King is on the left.

Razzes

One of the biggest issues I had with Robotto was how it flipped-flopped in the reading direction.

Since Robotto tries to emulate a manga, it's read right-to-left (like how the Japanese read a comic), but coming into it, I was reading it left-to-right.



So I read the narration of page 1 in this order:

Panel 1: "There was a time when robots were slaves."
Panel 2: "Where man and machine lived day by day"
Panel 3: "Neo-Don Lon, Capital of Neo-Gen Land"

In the direction I read the panels, it made sense. Looking back at the paneling though, it makes more sense that the panel on the right is the establishing shot and then you backwards 'Z' through the 4-mini panels on the left side, but I wasn't being to conscious of how I was reading it, so I didn't pick up on that the first time. The narration text, regardless of which direction you read it makes sense, because they're three individual statements that can be ordered in any direction.

In fact, it wasn't till page 9 before I picked up on which direction to read Robotto. Yes, page 7, does clearly establish the mother on the right side, but I still didn't register it. In page 8, the conversation seemed backwards and muddled, but I soldiered on.

Page 9 gave me incontrovertible proof that I was reading the entire manga wrong.



Tomo winds up and punches and then falls, and it's a sequence of frames that only makes sense going in one direction, and I went back through and re-read the previous pages.

So, this is definitely a presentation problem. New readers may get confused or lost in those first 9 pages and that may be enough to have them click off the comic.

I think this problem can be easily fixed with a page that tells you which direction to read the manga. If you ever pick up manga at the bookstore, there's usually a page telling you which direction to start reading so you don't end up reading the end before the beginning.

Unfortunately, this isn't the end of all these presentation issues. On page 52, this happens:


There's an establishing shot of the tool Troy is going to pick up (panel 1), then he picks it up (panel 2), and then lastly he's holding it and uses it on Robot-mom. It only makes sense going in one direction, and that's left-to-right, unlike the rest of the comic, which has been read right-to-left. There's an inconsistency in which direction you have to read this comic furthering the confusion.

Presentation aside, I unfortunately, didn't find the story all that interesting. Partially due to my disinterest in mecha anime, but mostly due to the long wind-up Robotto has. We spend a great deal of time meeting characters, but it isn't till the second chapter when we start getting some traction on the core of the story, but by then the story's gone on hiatus -- the last pages were in January 18, 2016. If the comic does come back, it definitely needs more Robot-mom and Toaster.

Tomo is the main character, but I didn't find him compelling and he acted like a toddler at times. He throws a tantrum by stomping on the tabletop during breakfast and later he coldly bats a platter of hamburgers out of his Robot-mom's hand. If it's to establish his Type-A personality (similar to Haruhi Suzumiya) it might work in that context, but it pulled me out of story when he acted out. Am I supposed to see it as comedy? Is he a little brat? I have a feeling it's a bit of both, but it didn't sit right with me. A better example of Tomo acting to his character type is the scene where he gets Troy to come over for dinner, and even his antics getting his Robot-mom to come to the garage so they can dismantle her. He's the guy with all the ideas, and he'll do whatever it takes to implement them, and those two scenes showed that the best.

The main character's full name is Tomodachi. I know it means "friend" in Japanese, and it seems odd to me that it's also his actual name. Can "tomodachi" be a name? I don't mean to be snotty about it -- I know about ten Japanese words so I'm hardly an authority despite reading and watching a lot of Japanese pop-media.


Revue

If you're a fan of mecha then check out Robotto Jukujo, but it's all wind up and very little pay off for the time being.