Elasticity: How Much Can Characters Change?
I want to talk about how much characters can change from one drawing to the next in a comic strip or other series of illustrations. There are two ways a character can change; one way is in the gradual stylistic change over the years, as the artist's style simply grows and evolves.When I got the assignment to draw Annie, I had no time at all to work on developing my own style and finding that stable convergence between my style and that of the strip's predecessors. The strip was behind schedule, so I had to just start drawing, and figure it out as I went. The side-by-side comparison, above, between one of the first Annie drawings I did, back in August of 2004, and one I just finished for an upcoming strip, shows just how much my style in drawing the character, and the strip, has changed since those heady days of yore.
But the kind of elasticity I want to talk about is the day-to-day, panel-to-panel variety. The elongations of a character's face to exaggerate a facial expression, or the stretching of the body or parts thereof to make expressive gestures or to convey action or movement.
The fact is, elasticity is an important part of any illustration. It gives the illustration an expressionism that is a crucial component to any good image. Yes, some illustrations are supposed to look more realistic than others. But even the most photo-realistic image needs a little bit of exaggeration, a little touch of elasticity, to help emphasize some things over others.We all know what a caricature is -- the extreme exaggeration of certain traits about a person, and the downplaying of others, that brings about an expressive likeness of that person. But the truth is, a so-called serious portrait needs to highlight and downplay those same characteristics in order for the portrait to be recognizable. They'll be much subtler, but they still need to be there.
Without any elasticity, whether based on mood, movement or both, drawings will feel stiff and wooden. Anyone who's tried to draw a expressive or dynamic pose using one of those wooden posing models knows how static and dull the poses usually come out. Also, anyone who's ever tried to draw, say, a ballplayer hitting a home run or a tennis player hitting a backhand winner from a photo in a sports magazine knows that even a photograph doesn't often have the flow and feeling that you need; you still need to push it just a bit.
The question, of course, is: how much is too much? I'd have to say it's too much when it's obvious. It's too much when the characters stop looking like themselves. It's too much when the average viewer says "that arm's too long" instead of "Hey, he's really throwing that ball fast!", or "his mouth is really big" instead of "Wow! She sure is hungry!"
Where exactly is that point? It's impossible to say; every style, every context has a different level of willing suspension of disbelief. Which ultimately is what this is about. I mean, if you can accept a girl without pupils...
...
(Okay, I was going to end my post there. Cute ending. But since I sometimes do get asked, very seriously, why Annie has no eyeballs, let me state for the record: Annie does have eyeballs. Of course she has eyeballs. everyone who can see has eyeballs. It's just her picture that doesn't. We see images all the time that are missing essential features -- ears, noses, sometimes mouths -- and accept that the characters have them, but they weren't included in the drawing for various reasons -- simplification, highlighting other features, etc.. Not having eyeballs gives Annie, and the other characters, a simplified, open expression, which is meant to convey their honesty and clarity of vision. It's notable that in the original Harold Gray comic strip, (and usually in ours now) all the shifty types, all the bad guys and most of the enigmatic, hard-to-read ones (The Asp, Punjab) didn't have those white open eyes.)
Labels: Annie, comics, illustration, theory
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