Showing posts with label advice. Show all posts
Showing posts with label advice. Show all posts

Sunday, December 2, 2018


Every once in awhile, I'll be roaming the digiscape, and a ludicrously good tid-bit of advice will show up. An artist that I'd only just met on Twitter managed to give some of the best advice I'd seen in some time to artists, newbies especially. I thought this was worth a good share, because I couldn't have said it any better myself...


Attn: smaller artists. 
I'm going to riff a bit here, because even though I'm new to trying to make a living as a creative, I've been around a bit, and I have a few things that I think may help, if you take the time to read through this. We're all aware that it's tough to make a living as a creative professional. Frankly, the issue is that peoples' tastes are fickle. When you go it alone, there is a very real chance that you may work 30 years learning your craft for a single year of popularity and high demand.


That is not a good investment. You can try to justify it by hoping that in that single year, you'll make some really big sales, but that's about as likely as winning the lottery - it can happen, but the reality is, it probably won't. We do what we do because we love it, but that is not a reason to endure abuse or scorn from other parts of society. Art is a skilled trade that takes a long time to learn, and often requires expensive equipment and personal risk. 

So how do we get the respect that warrants?


1. Stop undercharging for your work. 

It may be fine to get $5 for an avatar when you're 15, but what do you expect to do when you're 30 and paying a mortgage? There's a very big distinction between pricing your work accordingly, and knowing what your audience demand is. Here's an article from muddy colors that might help to sum up this issue in a much more concise way: http://www.muddycolors.com/2015/09/pricing/

2. Don't unfollow people. 

It takes a little time for people to get around to following back, stop being spastic about it. Instead, take some time to maybe get to know them. Ask them questions, INTERACT. I think that quite a few people forget that the point of social media is to be, well, social.
Now, this is not to say that you need to maintain your social outreach in the exact same way all of the time - like I can find unfollowing okay if they are either being offensive to you personally OR not interacting in any way for quite an extended amount of time.

3. Take your gender out of your bio. 

Frankly, you just have better uses for that space. Put a link to another account or something in there instead. Some social medias require this space to be used, but I have to agree that I find it a bit useless. I don't see what the difference is, ultimately. 

4. Never go full hippie. 

Sorry, it's gotta be said - don't swap wives or join communes. Treat other artists like coworkers. This one is a bit difficult to get over for some people, keeping things professional, but I highly suggest that you treat every interaction as though this is someone that you could potentially work for. That's not to say that you can't be goofy, or have fun about things, but try to maintain some semblance of professionalism, especially if the situation warrants you to be.


5. When you have a bad day, get it out, but then get over it. 

My own little sister is also a painter, and she's not bad, but she's so constantly negative, I can barely stand spending time with her - and that's not a great way to convince people to support you.

6. Organize yourselves. 

Don't stand alone - find the people near you who are like-minded, and work with them. If you're a musician, you need album covers, posters, bartenders, bouncers, roadies, etc. If you're a painter, why not serve food and hire a quartet for a show? If you're an illustrator, join a creative group. There are TONS of them. No matter what you join up with, inspiration will ooze from your co-members if it's an active group. Check Facebook, check twitter, check blogs, really check wherever you regular to see if there are any available.
If you want to go the physical route, I suggest - especially as a creative - to search out locally what kinds of groups there happen to be local to you. As a painter, you might benefit from doing plein air groups. As an illustrator, you might have a local comics guild to try your hand at that type of creative outlet. The point is to just start trying to join up with fellow, like-minded folks and constantly push each other!


7. Ask. Just ask. 

Stop being so scared of your own shadow, and tell people what you need. Not everyone will like that - that's fine, those people will go away. This isn't even an art thing - it's true everywhere. No one ever asks for things, they just assume and give up.

I've never been ashamed to ask anyone about anything myself, even to the point of getting myself in trouble because I have no filter. But that's simply to say, if you're uncertain... ask! Typically if someone is receptive enough to respond to your question, if they don't know, chances are someone they might know has the answer to your question. This is what I believe the true meaning of social media is - people helping each other figure out things that they might not know.

8. Keep personal beef personal. 

You're not going to get along with everyone, that's impossible- but you can decide not to scream about how awful they are from every rooftop. I haven't seen it in visual arts yet, but look at the dumpster fire that is YouTube, if needed.


9. Stop trying to be someone else. 

I get it, I really, really do - you see something you like, and you want to emulate it - and that's a good way to learn. And I don't know, maybe it's just me, but it doesn't seem likely that every artist dreams of someday working in an anime mill. The main point here is that everyone is simply an emulation or combination of things that came previous. Take even what we assume to be the great masters, they are emulating even older artists. Everything in the art world APPEARS to be cyclical, so I'd suggest find things that you enjoy, subject matter that really speaks to you, hell, even find artists that are similar to what you are trying to achieve, and simply learn everything you can from them until you have your own voice.


10. Finish your work. 

The longer you look at an unfinished work, the more you grow to dislike it. Don't let that happen - my best work is finished in one sitting, because my mind doesn't have time to second-guess it. If you finish something and it sucks, just move on.

While I can't agree with the part about finishing a project in one sitting, because mine tend to take multiple sittings over weeks-on-end, I can highly recommend that you work on multiple pieces at a time and only work in small spurts on each project. This way it keeps you fresh on each piece.
For example, I think at any given moment I'm working on about three to ten individual pieces. It helps to vary subject matter, vary size, vary composition, etc. That way each piece feels unique in it's own way.

Either way, at the end of the day, whether you like or hate a piece, ultimately, is of small concern. In my experience, the pieces that I've absolutely loved, didn't have much impact on any audience, and the opposite of course held true in different situations. The main thing is - make work, and then finish it to work on more work. Keep moving forward, and don't dwell on what you did in the past.

If nothing else sticks, just remember that with each piece you work on, it'll always be a little bit better than the last.


11. Work with others. 

One person alone has to fight the world, but many hands make light work. Be the person that volunteers, and shows up. One day, you're going to want to retire - give people a reason to come visit you when you're old.

12. Form trade guilds. 

I'm gonna catch hell for that, but especially in the US, it's really the only option we have to ever get decent healthcare or retirement packages.

In the good 'ole U.S.of A. this unfortunately isn't a thing - GOD I WISH IT WAS. But I can commend this ten-fold. Artists need all of the things mentioned too!

13. When someone cries for help, answer. 

Don't make me smack the dumb outta ya - if you're a creative, you know exactly what those times are like. Lend a hand, so that when it's inevitably you later on, others will return the favor.

Much like the statement up above about communication - it's important to lend a hand as often as you can. And this can be something as simple as just telling someone that seems like they're having a bad day, that you believe in them. If absolutely nothing else, find something that they said somewhere via social media, and just comment or share it. That way they know that their words are being appreciated.


14. Stop believing dumb things. 

I don't know how much more plainly I can put it. If someone tells you "Armageddon is upon us!" but it just looks like any other day from your window, it probably isn't. You can't create truth if you live in a delusion.

And who am I to be saying these things? Well, that's easy - I'm the guy that took the time to write something down. If you don't think that's authoritative enough in and of itself, you clearly have not been paying attention. If you disagree, you can do that same thing.

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Thanks Twitsareangry for this awesome post!
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THANKS FOR READING, AND UNTIL NEXT TIME!

Sunday, November 25, 2018

(This is a continuation of the previous post - A Bit of Advice About: Getting Critique)


As a follow-up post about getting critiqued, I thought it just as important to point out some techniques to employ when giving critiques. I find it helpful to use some of these thoughts up front so that the person getting the critique can get the most out of it.

(Artwork: Adam Paquette)

Establish Objectives

First and foremost, what is the person getting critiqued trying to learn? I find if you don't really lay down these ground rules from the get-go, the person getting critiqued may or may not get what they want to learn out of the critique. This is not to say that you can't give an all-over or all-inclusive critique about each aspect of a piece or body of work, just that you should establish some goals to your critique. Doing this will help you keep track of your timeline, especially if you have multiple critiques back-to-back or to really help one person get the most out of your advice.

Establishing Objectives can also help narrow your focus and keep you on task just as well. It's easy for a critique, especially midway through, to start to get very conversationalist, or even attack-and-parry. I've been privy to critiques where the entire body of work was needlessly prodded at to simply make the critiquee simply go away. This is the exact opposite effect you want to achieve by the end of it. Couple this with the fact that narrowing the focus up front can help the critique from going unnecessarily long as well. Sometimes a well thought out - but brief - critique is the best approach. Going into it with a clear goal in mind for the person and then sticking only to that criteria, especially if there are multiple critiquers present is extremely effective.

Overall, it's very important to be clear and up front about what kinds of things the person getting the critique wants to gain from you, and for you to approach it as though you have something to learn from them as well.

(Artwork: Mandy Jurgens)

Leave Opinions at the Door


It's very important to realize that the critique is not meant to reflect your personal tastes or flair for a specific art style or technique. The main thing to realize when walking into a critique is to remember that you're bringing your experience to the table, be it experience in certain medias or techniques, or your skill level, or perhaps even your differing viewpoint that might change someone's outlook on a piece. This is why I find it smart to get critiques at all skill levels, from the highest pros, to the lowest level newbie. The whole point of a critique is to look at the work for what it is and not look for the outward opinion that you may personally have towards the piece.

Make sure that you use whatever objective was established (see above) and use that as your baseline to talk about the piece in that light.

(Artwork: Lizzie John)

"Attack" the Work and NOT the Creator

One thing that's always hard for many critique groups that I've been a part of is for both the person giving and receiving the critique is to remember to leave the PERSON out of it. You're looking at the body of work so that you might be able to help that person see it from a different angle, or learn a new technique. Your goal is to not go out of the way to single that person out for their specific tastes.

For example, I've been in a critique where the person at the forefront obviously had disgust for the anime aesthetic and made it very known all throughout that they were going to pick on that person for the fact that they enjoyed it. You can imagine that the end result for that person's critique, and the entire experience in general, was not favorable. They ended up in more of a rage by the end, and both parties seemed to think of each other as lesser artists, and people.

A good way that the entire situation could have been alleviated would have been to ask a question what their viewpoint is on the anime aesthetic beforehand. Maybe try their best to get into that person's head space first and then discover what they could do better to match that aesthetic. Or if you don't know anything about it, politely tell them up front that you have no knowledge of that style and see if there's something that you can help with outside of that realm. Maybe they like a certain style, but lack proper anatomy structure, or color theory, or composition techniques, etc. There are almost infinite things you can touch on, from the grand to the minute.

Of course, this can be a very difficult thing to do. Sure, there could be an artist out there of great skill that also has thoroughly studied their art history and/or has the technical knowledge to backup their viewpoints to the maximum, but again, that's outside the realm of the person giving the critique. They should try to distance their personal opinion from their critique.

(Artwork: Yue Wang)

Use the "Flip/Flop" Technique


Another technique that I've seen used effectively, I'll simply refer to as the flip/flop technique.

What this means is, for every negative quality you see in a piece, try and find something to positive to reinforce. This will help to lessen the blow of something extremely devastating like, "The anatomy simply isn't correct." You could follow that up with anything really - simply a ", but the way you paint eyes (clothes, grass, hair, etc.) is really impeccable."

This seems to not only lessen the blow of something very devastating, possibly even requiring a complete overhaul, but helps them to realize some things that they've done right! The point of this technique is to ultimately give them things that they can study after-the-fact to really blossom even further!

(Artist: Andrey Surnov)

Remember: Growth is Key


This can be true for both sides - people have this tendency to forgot, or hell even become elitist, that both sides can grow from a critique. Just because you're being asked for / are providing critiques as a service, doesn't mean that you are some higher power or anything. As a friend of mine says, "everyone poops", and this includes everyone, from the top tier all the way to the bottom rung. We're all people with specific emotions at the end of the day. This is mainly to say that if you, even as the person giving the critique, go into it with an open mind, you might learn just as much from the person you're critiquing!

Here's an example: one of my years during college, we were all gathered together, doing group critiques on certain projects. Some of the people were instantly trying to jump all over one person in particular for something minor, like that person's anatomy. Sure, it needed help, but that wasn't actually what the point of the piece was. The artist being questioned was actually after very specific composition techniques. They weren't focused on learning how the anatomy was in the piece, particularly they were trying to learn how to lead the eye. SO when you take that into consideration over the other issues, you can begin to critique that piece of work on a completely different merit than what they had originally intended.

That's the point of the story, once that other small group took the thought of anatomy and things out of their head, they actually learned some very valuable lessons about how to lead the eye, how to make effective composition and ultimately, how to stay focused on the issues that were being asked of by the individual that asked for the critique.

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REMEMBER: This list is not all inclusive. There are a plethora of other options and suggestions to give to people who are both critiquing AND getting critiqued.

If you have any other techniques not mentioned here for either of getting or receiving a critique, I'd love to hear them below!

Until then, thanks for reading!

Tuesday, August 7, 2018

As an artist, it seems like the landscape is ever-changing from simply the tools, to the aesthetic. I intend to be an artist that never wants to stop learning, and as such, I find more and more interesting artists every day. Each artist has a unique insight and point of view, no matter the experience level. New views help open my mind and teach me there are many ways to utilize my skills and I hope that sharing our stories will help others in the same way. I believe there are many paths on an artistic journey, and each interview will help to show the stories of the artists that tread them.


Today we'll be interviewing John Martin.

Kaminski: Morning John, let's dive right in! What's the reason you got into creativity? Did you have anything that ultimately led you down this path?

Martin: Comics. It's the first thing I saw and was like "wow" I want to do stuff like this. I tried to draw what artists like Jim Lee and Marc Slivestri were drawing (at the time they were at Marvel). It showed me that it was a huge part of my soul (I didn't realize this until after I got older).

Kaminski: I hear that! Comics are an amazing transcendence between writer and artist. And each goes hand-in-hand. Do you find certain techniques that apply specifically to doing comic art? Or even certain supplies that seem to work best for comic work? Basically, what's the comic palette like typically for a John?


Martin: I don't think there is a  certain technique that just applied to comic art, or any art for that matter. It can all be used if your creative enough. Supplies? Everything from the pencil to a paint brush. It can all be used. As for my palette it's still evolving and growing as I learn and experiment more.

Kaminski: There are certain supplies that I have like a mental block for. For example, Oil Paint eludes me for the sheer fact that it's like a mathematical problem or chemistry problem trying to make sure that everything lays in properly...

Martin: The only block I have on supplies is a financial one. The moment I can hurdle it, I'm trying it. And I know I'm going to make some really bad pieces when I try a media for the first time, but I know I'm going to learn a lot of what not to do.

The only block I have on supplies is a financial one.

Kaminski: Yeah! My fear and my space holds me back.
Oil paint is my ultimate goal, but fuck it's expensive.

Martin: It would definitely have to be locked up somewhere so the animals can't mess with it, but the moment I get some I'm Bob Rossing the hell out of some paintings for a bit!

Kaminski: Gah! I can fully agree there!
On the fact of exhibiting your work, whereas galleries are for fine artists (typically), it seems to me like conventions are really a catch-all when it comes to artwork in general, but a great deal of them seem to cater specifically to comic book artists. That being said, what is your gauge on the con scene? I know you do them alongside me, but I'm sure you have a completely different view of them than I do. Do you have any horror stories or incredible stories that you've experienced via conventions?


Martin: I enjoy doing cons, but I think a lot of your big market cons are starting to get away from the artist/creators and going into more of the media and cosplay (not all, just some like SDCC, Wizard World, Fan Boy Expo). Art theft is on the rise at these cons, also. 
I don't think I've had an experience at a con that can be classified as my worst even though I've had a couple bad experiences, but they have been quite out weighed by the great experiences and the people I've gotten to meet.

Kaminski: Well, as we've seen from personal experience, it appears as though celebrity watching is a real thing. For example, I've been to shows where we didn't sell a single thing, and yet the celebrity lines were packed all day long. It has the potential, to me at least, to be slightly disheartening.
On the flip side though, the folks that I do meet and greet at shows really put themselves out there and have very meaningful, incredible conversations. It's always amazing when a fledgling artist comes up with questions and their face lights up when you can give them the exact advice they were looking for.
Switching gears: I know you do a lot of ink work, especially working as a comic inker. What's your favorite thing about working with inks? What kind of advice could you give someone just starting out? Do you have any preference for a supply that you use?


Martin: Well I realized that my pencil work wasn't strong enough to do a book, so I went on to inking which I found out is harder than it looks. Even now I look at something and go, "how did they do that?!" I've come to love adding that extra dimension to a page as well as a bit of myself to it. 

Advice I'd give someone starting out? It's not as easy as it looks and start with a brush and not tech pens. Pens will hold you back. Also, be willing to do what the penciler is scared to do (advice that was given to me from Aldrin Aw), and the last bit of advice is don't take critiques personally. They are to help you get better no matter how harsh they can be. 

My supplies is normally my Pentel pocket brush, Pigma small brush, Faber Castel super brush, Raphael sable Rd #2, Hunt 102 nibs, and Sumi ink for pages. I use tech pens with brush pens for con sketches.

Kaminski: Man! That's cool, and also good to know! I use a brush marker myself and the strokes are amazing - especially when doing hair.
Do you have any projects you'd like to promote OR personal work that you're exceptionally proud of that you'd like to talk about?

Martin: I'm currently looking for new projects. There is also the 901 Anthology that should be out soon, which has the short story that Mitch Foust and I did (his pencils and my inks).  There are more projects in the future that I can't talk about right now, but I'm very excited about.

Kaminski: I'm glad to hear that your prospects and leads are really moving forward! That's super cool and I'm glad for you rockin it out!
I always hear people go on about how it's all about putting yourself out there. How did you manage to get connected to these artists to collaborate? Was it just something that happened naturally or did you have to go out of your way for it?

 

Martin: It's networking and working the field. Social media has been a great help when it comes to that. I've been able to get advice from some pretty big names in the industry. Sometimes some one will say that some one is looking for such and such and then I send what I've got and hope for the best. I also try and look out for work for other artists as well. If I see something that I know someone would be great for I pass it along. I think I've only been approached by one person about working together (Mitch Foust), I've gone after the others.
Cons are a great help with networking also.

Kaminski: That's GREAT! I think that the artist interdependence is a great tactic to get people to come back and forth.

Martin: I think the big companies are beginning to see that as well. There aren't as many exclusive working contracts anymore.

Kaminski: With working as hard as you do, you ever find yourself dealing with burnout? And if so, what kind of strategies do you use to cope with it?


Martin: Actually I don't. Sometimes I just have so much I want to do that I can't decide what to do first. And most of the people I befriend on social media over the last couple of years are artists as well, so I always see something new or different. I've even found out that I had been fans of a couple of them for years and didn't even know it. I also look through reference material pretty often and see what will make me go, "oh that would be perfect for this" and then knock it out. I try not to get in that hole or burnout because all it will do is make it harder to reach the end goal.

Kaminski: Man, I wish I could say the same, but sometimes my confidence and things wanes.

Martin: My confidence is fragile at times too, but I just try to remember the end game.

My confidence is fragile at times too, but I just try to remember the end game.

Kaminski: And for the final two questions: what goals do you have for the immediate? And long term?

Martin: Well, the immediate goals for the next year (I make them birthday to birthday because that's when I normally reflect) is to finish writing this mini series I had an idea for, get some cover work, and to ink a few books. Long term is to have a name in the industry and work on books that I've grown up loving. To work on games that I grew up playing, and to show my kids that dreams are goals if you apply a bit of focus and determination.

Kaminski: Lastly, what's the best piece of advice you've received or best piece of advice you can give to upcoming artists?

Martin: Best advice: ask questions and listen to industry pros. Befriend them if you can. As you grow and ask for advice, believe it or not, they will actually be watching. Be open to criticism as it's the catalyst to growth. And lastly, just get out of your own way and just draw. It doesn't matter what it is, just do it and try a new technique. You may be surprised on how natural it feels.

Kaminski: Great advice, and thanks John, for wanting to be a part of the interview series!

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Thank you all for reading, I hope you enjoyed this interview with John Martin.
If you did, please give it a SHARE via Facebook or Twitter, below.
You can view this interview, and many more, HERE.

You can find view more of John's work at:

If you would like to be a part of my interview series, simply fill out the contact form HERE and I'll get back with you as soon as possible!

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THANKS FOR READING, AND UNTIL NEXT TIME!

Thursday, July 26, 2018

As an artist, it seems like the landscape is ever-changing from simply the tools, to the aesthetic. I intend to be an artist that never wants to stop learning, and as such, I find more and more interesting artists every day. Each artist has a unique insight and point of view, no matter the experience level. New views help open my mind and teach me there are many ways to utilize my skills and I hope that sharing our stories will help others in the same way. I believe there are many paths on an artistic journey, and each interview will help to show the stories of the artists that tread them.


Today we'll be interviewing Tony Max.

Kaminski: Let's just jump right in: what makes Tony Max keep on annihilating art supplies? What got you started and what keeps you motivated?


Max: I learned to read from comic books, so they've been a part of my life for as long as I can remember. The comic realm taught me my vocabulary, my moral philosophy, and how to create art. It was always a given that I would have to return the favor, to give something back to that community. I've got more stories in my head than I'll ever have time to illustrate, but that won't stop me from trying. I've always operated under the philosophy that if you make enough art in your life, time can't possibly erase it all after I'm gone.

Kaminski: It sounds like you and I share some very similar sensibilities when it comes to the reasoning behind making art. So it reasons to be, that your ability with line must transcend to both medias because of your tattooing background. Do you find there to be a difference in approach when it comes to the tattoo gun vs. a pen / pencil? What's some strategies you use when jumping back and forth? And/or what's some similarities between the two?

 

Max: Tattooing is much more like painting than drawing. The techniques used for blending and saturation are similar to watercolor. Each stroke must be deliberate and colored in a certain order. Drawing comics allows me to work looser, allows me to lightly sketch an area until I find the perfect pose or perspective. Because tattoos are so permanent and unforgiving, creating comics has become the perfect therapy for unwinding after a long day. I get to create art on my own terms without having to please a client. The only similarities lay in my sketch process when I'm creating designs. But for my last three series, I've gone completely digital, and that's an entirely different beast. The only time I use a pencil these days is for tattoo sketches. I use a light blue Japanese soft lead that vanishes after I Xerox it. Maybe my tattoo and comic styles look similar. I can't really tell because my comics are a real world to me. They've ceased being drawings and feel more like I'm filming a documentary.
Tattooing is much more like painting than drawing. The techniques used for blending and saturation are similar to watercolor.
KaminskiWell! You just changed my perspective!

Max: Haha, how so?

Kaminski: I honestly thought that tattooing in general was like drawing and painting with ink, not painting in washes like watercolor.

Max: It is in some ways. Or maybe it's more like using Copic markers. But It's definitely not like oil or acrylic because there's no way to alter the color once it's laid down. You can tint it, but there's no do-overs. Every mark has to be purposeful.

Kaminski: Whoa! So cool! Switching gears: What's it been like to work in comics thus far?


Max: Working in comics is my dream job. It's so exhilarating to sit down at the desk and create an entire world from scratch! I started off illustrating a couple of issues of Bethany's Song by Donald Juengling. I had so much fun on that project that I couldn't wait for another project to come my way. I immediately started writing my own graphic novel set in a futuristic Memphis and found that I was very satisfied with the mystery I'd come up with. I called it The Golden Silence. It was sort of a hodgepodge of every old detective show I'd ever seen, but I crammed it full of personal experience and emotion. And when I say crammed, I mean it. My first draft was 456 pages. I edited it down to 416, which ran for 16 issues and took a year and a half to illustrate. I published it myself under the banner of Memfamous Comics. The reception was warm and people seemed to enjoy the main characters, so I didn't waste any time writing its sequel, The Crimson Hand. This time I shortened the tale down to 6 32-page issues. I'm right in the middle of that one right now. I also created a third series called Memfamous Comics Presents that tells short stories set in that same world. And I've got a few dozen scripts ready to keep it going for a while. Illustration comes natural to me, but learning to write, edit, publish, and market a book took a lot of reading and practice. I've really learned a lot about how to run a business myself. It would be nice to have some other artists involved in the process, but I just haven't had the extra funds to hire anyone. The profits are meager, especially compared to tattooing, but that will never stop me from telling a story that needs to be told. I'm anxiously trying to finish The Crimson Hand now so I can move on to my next project. My next title is a really fresh idea that I think people haven't seen before. I'm very excited about it.

Kaminski:  Let's jump right in then: what spurned your interest in your Golden Silence project? And in that vein, what's a good summary for folks of the story as a whole? 

Kaminski: In that vein: Was there anything in particular that seemed to drive you towards or away from your project initially? Do you still feel just as driven about the project all these years later?
For me working on a comic project has been a very slow process because of the daunting amount of work, so I can only commend you on your dedication.

  

MaxThe Golden Silence happened because I wanted to do something cyberpunk, but also something local. So I jumped ahead two hundred years into my own neighborhood. I created this scenario where a world war between religions had broken the United States and left Memphis to fend for itself. The entire city is surrounded by a wall to control who enters from the wasteland beyond. The police force is now corporate-owned and called The Public Eye because they use technology to spy on every inhabitant. The reluctant hero of the story is a disgraced former cop named Filadelfo Burden. Burden, with the help of his assistant Lola, now operates a Finder Service. He uses his experiences as a cop to track down various people, places, things, much like a modern day private eye. The only problem is that he has this monstrous addiction to sex, drugs, danger, or anything else that could get him killed. In The Golden Silence, he has to solve a missing person case without becoming one himself. He knocks on death's door almost every issue. That's the gag.

I was driven to do a detective story because of my love of old crime shows. I just threw Mike Hammer, Jim Rockford, and Sam Spade in a blender and added a pinch of myself. As I started writing, I poured more and more of myself into the story. I used a lot of personal experience with addiction, with psychedelics, with religion, with casual sex and used the book to explore how I really felt about those ideas. For instance, if a good friend died in real life, I would put that into the story and let Fil Burden work out his feelings toward that. Because his feelings are pretty much my own. So I stayed very focused and forced myself to get the work done. I didn't let anything pull me away from that project. My friends and family can attest to that. And I'm still that driven. But I just had a baby daughter born in December, so I'm finding that I won't have that much free time again for a while. But yeah, I live for work. The harder my day, the happier I am with myself at night.

Making comics is soooo exhausting. It takes forever. I can see why most are done by large teams of people

Kaminski: Oh I hear that! That is part of what maintains my trepidation of diving in headfirst. Once you start, you can't stop! So you better make sure you're fully committed once you start!
If you were to start over as a creative, what are some things you would tell yourself?


Max: First thing I would tell myself is to not release a brand new series a week before a presidential election. It turns out that people have their attention diverted and social media totally loses its marketing power. And social media is another lesson. I'd tell myself to not underestimate the prep work needed to launch a book in a way that the public can easily find and consume it. I also wish I could tell myself to start producing comics a lot earlier. I wasted at least a decade daydreaming about it before I did it, and I really missed out on this indie comics renaissance that happened about ten years ago. It's still happening, but now the market is so oversaturated that it's becoming increasingly more difficult to stand out in the crowd.

Kaminski: I can hear that... but in that same vein, it's all about grass roots, right? Once it starts to take off, there's no stopping it. Do you ever find your inner voice competing with the two sides of your artistic ability? Or do you view them as two parts of the same whole?

I know that working a day job, I have this tendency to come home feeling drained from dealing with the normal ins-and-outs of graphic design work, so it makes me wonder if there are also days where the same thing happens to you with tattooing vs. comics.

Laziness in art is a cardinal sin. That's the quickest way to get sent to Art Hell.

Max: Oh yes. Tattooing is like any job. It gets tiresome. Especially when the art you're creating is to satisfy someone else, and art is best when it's self exploration. So when I come home and switch gears into comic mode, it's all about pleasing that inner voice. I don't stifle it at all. I don't concern myself with editing, with being PC, or being shy, because that would be censoring whatever my subconscious wants to explore. Sometimes I read a finalized page and think "Well, that's rather offensive." But I don't edit that, because it would be artistically dishonest. And when it's over, I feel more relaxed because I've just had a therapeutic conversation with myself over thoughts that needed to surface. People think I'd be burned out from working too much, but the comics actually cleanse me and hit my reset button for the following day's work.

Kaminski: Definitely what art should do! I'm glad to hear that it's doing it's damn job instead of being all lazy and whatnot.

Max: Laziness in art is a cardinal sin. That's the quickest way to get sent to Art Hell.

Kaminski: This one is completely optional, but do you have any questions for me?

Max: I love your cyberpunk art. It reminds me of those old Shadowrun covers. Do you think you'll ever do a comic or graphic novel? Or do you prefer one-off illustrations to the sequential stuff?

Kaminski: Hilariously enough, my first influence is actually the ShadowRun second and third edition books. Because of that, Elmore definitely has a huge influence on my as well as John Van Fleet and Timothy Bradstreet. It makes me very happy that you recognize my influences as that means that I feel like I'm getting closer to being on point with that type of art.

Ultimately the whole project is actually part of a bigger world that Ashley and I continually work on and off - Honor: [De]Coded. The marionettes (all of my robot women) are part of this world as much as the displaced archetypes and foundlings, etc. etc. It's actually a world that is slowly building, but coming out none-the-less.

We have parts of the world and characters, but have yet to really find a way to piece it all together. Eventually it'll become a cohesive project though. I just have to stop getting lazy about it hahaha. That and I don't know if I could work on a comic project outside of my own work. I would have a seriously hard time on another's IP - making sure that every angle lined up to their expectations and things...

But yeah, the short answer is that it's all part of a bigger world that will eventually surface into a graphic novel form.

Max: I'm looking forward to seeing that happen. Cyberpunk is my favorite genre. I grew up feasting on cyberpunk comics, movies, art with these big cumbersome headgears and wires protruding from everything, but when I sat down to make my own universe, I had to modernize those ideas. I had to keep reminding myself that the future is wireless with smaller technology. It was hard!
If you could have any gig drawing an established character, which one would it be?
(Personally I'd like to revive Ghost Rider 2099)

Kaminski: Ooohhh.... that's a GOOD question!

It's hard to narrow down to one specifically... but if I were to dive into one character only, it might have to be Tank Girl. She intrigues me for so many reasons, but the one thing that I haven't really seen out of her is absolute depth. She just seems to be the embodiment of angst, and punk (which I'm okay with at face value).

Max: Oh yeah, Tank Girl definitely needs an update. They're always trying new artists, but the story never really progresses.

Kaminski:  What goals do you have set for yourself in the immediate? What about long term?


Max: My most immediate goal is to finish up my current series. The Crimson Hand only has half of its six issues out. But I desperately want to start my next series, so I'm about to shift it into high gear. My long term goal is to keep all these titles running long enough to make them popular. I'd love to see the Memfamous comic universe as a tv series, reaching a much wider audience. I would love to write for television, and it would be exciting to have a decent show set here and filming locally.

I don't have a retirement fund, and Hollywood money is about the only way to strike it rich with comics.

Kaminski: And of course, the final question: what's the best piece of advice you've received or best piece of advice you can give to upcoming artists?

Max: The best advice I could give to other artists came from my college painting teacher. "Just work." Don't feel inspired? Work anyway. Don't have an audience? Work anyway. Broken arm? Work anyway. Never stop working because each and every attempt makes you better at creation and safer in knowing your purpose. And a lot of the good stuff in art happens when you're not paying attention.

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THANKS FOR READING, AND UNTIL NEXT TIME!

Monday, February 26, 2018


I think as artists, it's important that we all build community. That we build a support system of people that we can lean upon. A moment to realize that no question is too big or two small. This brings me to today's question:

(My Little Corner by Pedro Krüger Garcia)
Why Creativity?

I believe finding a reason to be a creative can sometimes be the hardest. Simply doing art-for-art's-sake usually doesn't fill the hole that you experience as an artist for long.  Quite often, even during my degree-seeking adventures of art school, I would constantly question myself and others,
"Is this what I (we) really want to do?" 
This question, much like a disc that continually skips, was on repeat. I feel like a majority of artists are initially scrambling to find a reason to do what they do, or even do what they enjoy.

I think it's critically important to discover why you enjoy art in the first place. That will be the initial guiding light that will turn you towards what you'd like to push forward with.

Ask yourself: What am I interested in?

This can seem like a daunting question at face value, but it will help to quickly turn the tide in your self-discovery favor.

I can still remember it, when I was a kid, thumbing through old volumes of Advanced Dungeons and Dragons, 2nd ed. Monsters Manual. I would read the small descriptions, even before looking at any of the ink plates that were presented in the book itself, and try my damnedest to imagine what the creatures would look like before I took a peek. Usually I was wrong, but I learned a valuable lesson at that point. I have the ability to come up with my own monsters? That's a thing?! It took a long while for this ideology to sink in, but there you have it, my first steps into doing art as a profession. Of course, I didn't know it at the time, but that for another story.

Fast-forward some time and thousands-upon-thousands of images later (not my own creation, merely gathered imagery), and I have slowly begun to discover what types of images I do or don't like. Some might say, I've gained a tad of an Art Director's eye. I can go on, at length, as to what makes a piece of art good or bad and offer a multitude of fixes to help make the piece really shine!

But through all of it, I still get continually asked the same question about creativity.
There isn't of course a tell-tale answer for everyone, but here's a few reasons that I think some people might pursue the creative arts:

For Money?

Some people might merely be searching for the next paycheck. While I will admit, sometimes the instant gratification of a payday can seem like a heaven-sent, I think it's important to look at the bigger picture. Sure, we all need money, but there's a certain amount of soul-gratification to completing a piece. I have this tendency to save a piece in a multitude of stages from initial sketch to final piece. I think this might be a holdover from when I was back in art school, but it's extremely gratifying to look back at a piece from conception to final.

Another bonus to saving a piece in stages, especially if you're searching for the monetary aspect, is that you can double it up later on as part of an art book. I know that I, for one, love to see all of the stages that make up the end result.



For Prestiege?

While this is something that typically happens over-time, some people go into the arts with this purely in mind. Going for fame and glory is always a matter of opinion, but having a background task (typically) is the way of the artist. There's always the ability to gain some sort of fame, or notoriety, depending on how you pursue your creativity, but there's still a certain amount of letting your creations speak for you. In this regard, I think that jumping into creativity with this in mind might end up making your struggle a bit harder than intended up front.

I'd suggest to let this path come to you.

For Preservation?

This one is also a bit hard to gauge because, as with prestige, usually comes the need for a way for your audience to want in on the action. By default, then, you end up with a sort of living legacy of your work.

For example, go back and look at a piece you did long ago, and then compare it to a piece that you're currently working on. I'd guarantee that you'll see a huge difference, even if it's only been a short amount of time. Your mind has changed about things, or perhaps your skill has grown. Ultimately, preservation, and subsequently, the need for collectors, will grow over time.

For Fun?

Then we come upon the real reason we should all be creating in the first place. FUN. If you're not enjoying the path as your developing it, trust me, it shows. I've seen the most passionate people burn out simply because they lost sight of the ability to have fun with their work.

If you're finding yourself burned out, try doing something completely different artistically. Drawing too many dragons? Try going the opposite direction: draw some robots. Combine the two: robotic dragons. Feeling out of sorts with character design? Try a couple environment studies. Another important thing to try is... simply take a break! Most people think that they have to grind and grind to get to their goals. Well when gears grind too hard, they break. This is true for a creative. They need to take a step back sometimes and just refresh their batteries.

I make it a point whenever I finish a big commission to take a day or two to just push that refresh button. Watch movies, play games, listen to music non-stop; anything that provides a release from monotony.

Ultimately, just have fun with your work!

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There are many other reasons to pursue art, but these are the top four that come to mind instantly whenever I start to think about reasons behind the art.

What are some of your reasons for continuing to make work? Leave a comment below with yours!

Follow Mat @artofmatk

Follow Ash @ashley.storyteller