It Keeps Right On a-Hurtin’ #22: Behind the Scenes
Hi! So I mentioned in my commentary on Issue #22 of @ikroah that the production notes for this issue were so big that they would need their own post that would come later. This is that post! Strap in, I’ll be going through the pages above and just sort of shotgunning everything I have to say about craft and how they came together to you.
So the first thing to say is that #22 marks a big shift in both how I produce and draw IKROAH. Right off the bat, here’s what’s different about this issue:
Digital thumbnailing! That’s right. While I did do some sketchbook work (see the end of this post for details), mostly figuring out the layout of the hotel room, the first thing that I did for this issue was “draw” the entire thing in these very simplistic, loose, “shitty” versions. This was crucial for not only being able to compose every panel in advance and view the comic as a whole before I even make a single pencilstroke, but it also let me do all of my lettering in advance. This digital thumbnailing step makes sure from the very beginning that I have enough room for all the dialogue in the script, and since this issue was so talky, it was a must. I instead spent most of my sketchbook time doing multiple takes of tricky panels as practice.
Perfect panels! No more scratchy, irregular paneling. Perfect squares and rectangles only in this one, and going forward. This was part of the digital thumbnailing process anyway. Since my canvas is proportional to the size that I draw at, it’s easy to know how big each panel is in centimeters, and as you can see in the scanned pencils in the gallery above, I obviously do still need to draw the panels. However, I don’t ink over the pencilled panels, and I just fit the art into the digital panels after digitization.
Blue pencils! If these scans are a little hard to read for you, that’s because I do all of my penciling in non-copy blue, now, which makes it very hard to...well, copy. After you apply a layer of ink, the contrast between the ink and the blue pencil is so significant that the pencils basically erase themselves inside the scanner. You can do this, too! You just need any kind of light blue colored pencil; in my experience “sky blue” works best.
More complex shading! I used to do a very intentionally simplistic, mostly two-tone based shading. Now I do three-tone. It’s an experiment, but I kind of like it. That’s what this comic is valuable to me as, anyway, it’s a very good lab for artistic experiments.
Anti-aliasing! That’s right, my art was never anti-aliased before. This is because I actually do not own any kind of tablet. I color everything with a mouse and keyboard in GIMP like a fucking maniac, so scanning my inked pencils and aliasing them makes it a lot easier to work with my own art digitally, given the tools I have. However, I decided that aliased art and word balloons were clashing too much with the anti-aliased lettering, so after coloring each page I just run them through an anti-aliasing filter, and then the speech balloons are already anti-aliased.
In the “sorry for the delay” post I made about this issue a few weeks ago, I mentioned that I was basically re-learning how to make comics entirely “in a good way.” See what I mean?
Now for the general notes. I’ll be commenting on things basically from the first page going on, apologies in advance to mobile users for making you scroll back up repeatedly to look at what I’m talking about, but desktop users can just open all the images in tabs...
Page One
You may think that the first page, such a complex full-page shot the streets of New Vegas, must have been the hardest and most time-consuming to complete. You’d be dead wrong. It took a single day to pencil and ink, and two days to color. It was probably the least labor-intensive page of the issue for one simple reason: barely any lettering. Lettering takes a long time and it’s very tedious. Also, despite all the dramatic lighting, it was pretty auto-pilot.
The background on the digital thumbnail is from the episode of King of the Hill where Hank goes to Las Vegas to grab his runaway father. The simplistic, cartoony approach to nightlife lighting inspired me, and I kept something sort of like the blimp-like building in the final page.
You can see that I moved around the people walking in the street between the pencil and final art; I thought it looked better and crowded the insert panel less.
My favorite part of drawing this page was just the concept of it. Everyone knows that the in-game area of New Vegas is very barebones, so I wanted to draw a scene that really took place in a city. This page takes inspiration from the area around Vault 21 while expanding it tremendously, and adding the monorail right outside. I also made the executive decision to make Vault 21 actually look like some kind of interesting, sci-fi vault instead of, like, a shack like it is in-game.
The Italian restaurant in the background on the left has its name cut-off, but its name is Chickalini’s, and that and the “famous chicken pasta” advertised on its storefront are references to an I Think You Should Leave sketch.
I completely forgot to draw the Securitrons. I didn’t even have them in the script. I got so caught up in rendering a cool city scene that I forgot that in the context of this setting there should be big TV-screen robots patrolling the place. Fortunately I remembered them half a week before the comic went up, and adding them in wasn’t too hard. I know that the prongs on their heads are antenna, not lights, but they look better with the little lights on top.
Pages Two and Three
The final panel on this page got completely redrawn. On the original pencils, you can see that I just totally fucked up the perspective. Remember when I mentioned I still did some thumbnailing in my sketchbook? Well here it is, alongside the inked version of the fixed pencil. Among the thumbnails you can see an alternate, less repetitive version of Page Three, but I ultimately went with the more rigidly paneled one because it felt better paced.
Another hard-learned lesson on this and other pages about not forgetting the little details: basically any time that you see Agnes’ coat and boots on her bed, or Cass’ clothes on hers, I had to add those in after I’d already almost finished the whole page. Continuity! It’s important!
In the pencils for Page 3, you can actually see that I drew Agnes holding a straight razor in both hands. I originally pencilled it in her far hand because that’s what I thought she was holding it in, because I drew her holding it in that hand in the mirrored panels. But then I remembered that I already drew the mirrored panels as mirrored, so I wouldn’t be flipping them, and to make a long story short this issue makes the second time in as many issues with mirrors where I’ve nearly had an existential crisis over how to properly draw reflections.
I’m sure a lot of people wonder why Agnes is shaving so...intensely. I generally don’t like to tell people exactly what something unstated in IKROAH is actually about, but I’ll make an exception just this one time to remind you that shaving as a trans woman can be a sensitive thing even when you haven’t got a nerve-wracking relationship with razors because when you were a child a deranged robot sliced off half your face with a buzzsaw (see IKROAH #7).
For the montage of Cass undressing as Agnes shaves, I remember actually asking some of my friends how much nudity I could get away with depicting if it’s not even particularly sexual, and I worried about needing to censor it or something with an obtrusive blur. I eventually decided it wasn’t necessary since Cass and her sideboob is mostly out of render distance anyway.
Pages Four
Nine panel grid, baby!! Fuck yeah!! Real comic-heads already know!!! Wahoo!!
This is one of my favorite pages I’ve drawn for the whole comic. The nine panel grid does a lot here all at once: the way it shifts from looking at Cass to looking with Cass toward Agnes, the incredible close-up in the middle row, the full bleed of Agnes’ good side...everything just really comes together here in a way that I’m super proud of.
I’m also super proud of Agnes’ legs in those boyshorts. This emotionally devastating argument doubles as the fanservice issue, apparently!
The red outline for emphasis around Cass’ line in the sixth panel (Agnes’ extreme close-up) is a trick I learned from rereading the Team Fortress 2 comics. They also inspired me to be a lot less lazy with my backgrounds, and to commit to their colors and use pop-color a lot more sparingly. I think it has great effect in this issue.
The perspective of the seventh panel here gave me a lot of grief. I’m no good with complex 3D posing software so I wound up mocking up the entire scene in Minecraft so I could draw it better. Yeah, Minecraft. No joke:
Page Five
Starting with the first panel on Page 5, you might be thinking, “Okay Lou, I know you color with a mouse and a keyboard but that’s a really fucking good Cass for having drawn it with a mouse.” You’d be right! That’s because that panel, along with some of the other egregiously well-done ones in such an otherwise sloppy mock-up, is traced off a reference image. My pencils are all me, though. Can’t trace even if I wanted to, unless I got, like, a lightbox.
Changing the room number from 301 to 310 may seem like an arbitrary revision, but it was actually for a very good reason: it was just more aesthetically pleasing after everything was already in place.
Pages Six, Seven, and Eight
Page Six’s digital thumbnail is a favorite of mine on this issue, it’s just really funny. The weird shape that is Cass sitting on the bed in the mock-up’s eighth panel is especially great.
You can see on the pencils that I drew Agnes’ “No!” expression twice, once in the panel and once in the empty space in the first row of panels. I wasn’t sure how close-up I wanted the final panel, but I ultimately went with the one drawn as I’d originally thumbnailed it. Still, the second take was really well-drawn, so I’m glad you get to see it here. Agnes has such a stick up her ass most of the time, it’s a lot of fun to finally get to do an extreme expression with her.
The first and last panels on Page 7 are probably the best examples I have of a digital thumbnail translating perfectly into the finished product. I saw it, I executed it, I loved it.
Yes the first panel of Page 8′s digital thumbnail has a weirdly distorted image of Will Smith from the “can you?” scene in I, Robot. It was the closest thing I could think of to the expression that I wanted for Cass there. I wound up moving her over to the right side of that panel in the final version, making the whole panel seem “slower” and more thoughtful.
The “horizontal lines for ellipsis” thing is a trick that I like to use in comics, one that was previously seen in IKROAH #5.
And that’s it! But one more thing...I already showed you a bit of the pencil thumbnailing that I did for this issue, but I think you all might love to see just exactly how small I can draw page as complex as the one of the Vegas streets...
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