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Apr 2020

So my magnum opus is heavily PMMM-inspired, and I intend to do a lot of surreal stuff with its imagery. I've already gone from doing just 'pretty' things like this-

To more storytelling-oriented things like this:

And the imagery is only going to get more intense in the future. I'm looking forward to giving it my best shot, but tbh I'm already starting to feel like I might be getting in over my head. I seem to run out of ideas really fast, and I don't know if I'm making good use of the panel space...

So I'm wondering how people who regularly do this kind of art generate their ideas...what kinds of things do you think about when you're designing a piece; especially one with a theme?

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    Apr '20
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    Apr '20
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Usually for abstract scenes I leave vague when writing the script/story. This is some of the text I used:

Then i'd thumbnail it out to get a visual idea, what would make a compelling abstract piece that illustrates a point but is vague enough to the viewer to feel not entirely sure what they're looking at.

And then do a final piece. Usually the final is slightly different from the thumbnail because I could rethink or redesign what fit better.


I also keep style charts, reference sheets and reference older pages for ideas. I also keep textures/inspiration pics too.

I think you can do wonders by switching art styles for the surreal/abstract creatures. For example, one of the monsters may look like a Picasso painting, another one may look like a buch of photos stuck together, etc....

Look at abstract art for reference. This can help when you feel blocked.

Think of the symbolism behind the creature. This will give an idea of it`s general appearance.

Another tip is to not be afraid of mixing things up. Write random words on some papers and pick three of them at random. Then combine these into a creature. You will probably get something freaky.

Before going into abstract/surreal, I generally try to think about the mood I intend to expose, and I develop from there. So it's generally not pretty. Basically, I just close my eyes and try to feel an emotion visually, and then just sketch a lot of variations. So emotions really is the leading driver to generate visual ideas. When I'm satisfied with the result, I just go for it, but this is a time-consuming process.
Example below from my last comic (https://tapas.io/episode/1697543):

Hey there, @DokiDokiTsuna. As someone who uses surrealistic and abstract art on a daily basis, I can give you some advice. For example, you can explore your concept with colors, shapes (organic and geometric), textures and perspective. The use of symbolism, as mentioned by @DiegoPalacios is very usefull and effective. One important thing about abstract and surreal art is that you must have a lot or reference, both conceptual and technical. So, research is the key. Look into visual artists and specific comic artists (you can start with general studies like: http://abstractcomics.blogspot.com/).
I know you follow my Docile Creature2, but you can see a lot of this action on this surreal/abstract piece.
Lots of love.

2

Study the russian/soviet avante-garde: kandinskiy, malevich, tatlin; soviet poster art and illustrations.
Study decorative arts; especially art nouveau and bauhaus.

Read or at least flip through this book, it's stupid good for learning abstract design: https://archive.org/details/grammarornament00Jone3

Then you'll have a deep well to draw from. I don't really have much to show of my own; but that's just because i haven't got to those juicy parts in my comic JUST yet, same as i haven't got to actually finishing it's first pages :stuck_out_tongue:.

Well, my one rule, though sometimes I fail, is that surreal elements should have an emotional aspect to them and within their own rules the events should feel possible. If the surreal elements are just eye candy, the storytelling can come off cold and lack immediacy.