There is still a persistent myth out there that you can achieve photo realism in art without the use of photo reference. If your goal is realism, here's a thread to remind you that the best artists used reference so you can, too.
Let's start with comics. Here's the creator of the Rocketeer, Dave Stevens posing for Cliff Secord himself. Fellow comics artist Doug Wildey was Dave's model for Peavey.
Richard Corben used a lot of models (fellow creator Bruce Jones is recognizable in some of Corben's work) but he also went the extra mile and sculpted stylized heads for realistic lighting ref.
The great Moebius
Al Williamson would pose for photos but he would sometimes use his friend, Frank Frazetta, too.
Speaking of Frazetta, Arnie Fenner wrote a great piece for Muddy Colors on the subject of photo reference that discusses the stigma around reference/tracing and Frank's use of it. muddycolors.com/2014/04/cheati…
Paolo Rivera is wonderfully open about all of the reference material he uses. I've learned a lot from the information he's generously shared over the years.
Alex Ross's two big art books, Mythology and Marvelocity, have a lot of great process pics.
Adam Hughes did a fantastic piece for ImagineFX that went over his process, including some of his photo reference. TwoMorrows also ran a great photo of Adam with his WW model, Julie Rapp, in issue 21 of Comic Book Artist magazine.
Alex Raymond
The Hildebrandt Brothers seemed to have a lot of fun shooting photo reference.
Segueing away from comics, here's Al Parker:
Speaking of, Parker was part of the Famous Artist School and there's a whole lesson on research and reference. Even a section on how to shoot photo reference.
Norman Rockwell on how he uses photos for reference and a little bit on machines that help you trace.
Here's more Rockwell photo reference
Austin Briggs
I found this little gem with the great Robert Fawcett
Gil Elvgren
Robert Maguire
Alphonse Mucha
James Bama used model Steve Holland for his Doc Savage books.
Steve Holland was a favorite among paperback cover artists so you can find his visage everywhere on vintage books.
James Gurney wrote a whole book on the subject of creating realistic fantasy art and the process of creating reference for it. Highly recommended!
And don't forget Disney animation. Even when they didn't employ rotoscoping they still shot reference footage for the animators.
I hope this thread helps clear up any weird thinking that realism in art is achieved purely through imagination and practice.
And just as a disclaimer, this doesn't mean ALL artists should use reference. Your style dictates your tools. If your work is hyper-stylized, photo ref would be mostly worthless to you. I doubt Jack Kirby needed or used much photo ref by the time he was on FF.
Mostly, you should try to find a process that best suits you. I find it difficult to picture things in my mind clearly and I work a lot better when I'm looking at something. I also naturally gravitate towards realism so photo ref makes sense for me.
I have drawers full of figures, models, airsoft guns, and other various props that I use as reference, too.
As soon as I took the Elektra gig, I went on Amazon and bought some cheap sai because I knew I was going to draw them a lot. Also sculpted a quick Elektra model so I wouldn't have to worry about consistency when drawing her over & over. I just traced the model over & over instead
I have a cheap flask that I use for Human Target. Why? Because if you add up the amount of time I've saved just tracing a photo of it, it's paid for itself 10x over. If you're going for photo-realism and you're on a deadline, you've got to cut every corner you're able to.
Can photo reference and 3D models be relied on too heavily and produce work that is lifeless? Absolutely! But I've also seen plenty of stiff, lifeless art produced without the use of photo reference, too. Like any art tool, it's about how you use it.
So stop holding yourself to some impossible standard and break out the camera if you think it'll help. Go buy that prop if it'll help you make your deadline (or come close). And if it saves time, TRACE THE PHOTO.
And if tracing photos makes your work look stiff, get better at tracing photos. Don't get bogged down in details and instead train yourself to see the broad strokes and forms. Focus on body language and not the intricate clothing folds.
Also, instead of feeling guilty for doing what most professional artists have done throughout history, just be grateful you don't have to set up an elaborate camera obscura or a clunky artograph to do your tracing. You can just open up Photoshop. Or buy a cheap lightbox on Amazon
I'll end this thread with a great Gregory Manchess quote from that Arnie Fenner piece on Muddy Colors.
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My covers for the EC Comics/Oni Press anthology, CRUEL UNIVERSE (with amazing trade dress by @rianhughes ). Process thread incoming!
The issue 2 cover seems to be everyone's favorite so I'm going to breakdown how I did it. Hope it helps with your future artistic endeavours.
First, I need to explain my formula for a good EC Comics cover. My initial approach to the issue one cover was fine but it didn't feel EC enough to me. Here's the sketch and the final.
With the new issue of Human Target hitting stands next week, I thought it would be a good time for another process thread. This one concerns what I consider the most important element of my work on HT - contrast.
I've experimented a lot with the traditional forms of contrast - color, shape, texture, etc but after really studying mid century illustration, I realized that there was a very powerful contrast technique that I wasn't taking advantage of - style contrast.
Since I've discussed it before, let's start with 101 Dalmations. Notice the precision of these line drawings for the backgrounds of the film? If we were tasked with coloring them, our first instinct would probably be to match that precision and detail.
Here's my variant cover for issue 14 of THAT TEXAS BLOOD (out this week!) by @ChristophCondon & @jacobr_phillips . For you digital artists out there, I thought I'd share a few things in Photoshop that I used to make this cover.
I usually start my cover paintings at 200 DPI because A) it helps reduce lag on a lot of the big brushes but also, B) many brushes look better when you're using them at a smaller resolution. Compare these two examples using @kyletwebster brushes.
Simply enlarging the brushes won't work in most cases. Once I've blocked in the big shapes and textures, I raise the DPI to 400 or 600 and get to work on the details.
Here's my cover for Tales of the Human Target, an anthology one-shot that drops Aug 23. I handle a lot of design for the HT series but I had no formal training so everything I've learned is thanks to the amazing resources that are available out there. Here's a thread about them.
My #1 resource for logo design is Logo-a-gogo by @rianhughes . Rian covers it all, from a general approach to design all the way down to how he handled kerning on a specific logo. Amazing book.
Rian also put together an amazing series of books that compile custom lettering over the decades. Custom Lettering of the 40s and 50s is my favorite. These books are out of print so I recommend you set up an eBay alert and keep your eyes out.
I thought it would be a good time for a process thread about the Photoshop brushes I use for Human Target.
I'm not sure anyone has noticed but the cover art solicited for 5 is different than the printed cover. I had no idea how to approach Emra's coat in time for the catalog so I turned it in as is. I also hadn't figured out her hair yet.
Shortly thereafter, @kyletwebster came out with his Concept Brush Soft in the Fall 2021 update and I immediately fell in love with the lines it laid down. The brush and I are inseparable now and I look for any excuse to use it. Went back and redrew Emra's coat with it.
Sad to say that, without my approval, Marvel attempted to "fix" several panels of my art in issue two of Elektra: Black, White, & Blood before sending it to the printers. They're not huge changes but I really don't like my art being tampered with.
Long story short - 2 months after turning in the finished pages, I was informed by my editor that Marvel's Standards & Practices flagged my art and requested I redraw several panels so that they would be "within tolerance for best representation of Asian characters."
Wife and I were expecting our second child the following week and I was racing to finish an issue of HT before the birth so I told Marvel that I didn't have time to make the changes but that I would be perfectly fine with them pulling the story for sensitivity concerns.