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Long John

Losing Every Thing Changes Everything

Sketch Fridays #40 – Wonder Woman

Jun02
by DBethel on 2 June 2017
I really got into the "W" motif.

Sketch Fridays #40 – Wonder Woman

I know next to nothing about Wonder Woman.

In the looming presence of her cinematic debut, that seems a shameful thing. I have been learning, however, and it’s an enjoyable process.

To get nerdy for a minute, this ignorance is rooted completely in her being a DC superhero. As can be insinuated in many posts on this website, I grew up a Marvel fan, specifically an X-Men fan. Their plight and dynamic really spoke to me to the point that, to be honest, DC Comics barely registered on my radar.

As I dive into Wonder Woman’s canon and continuity, however, I’m surprised at how not normal it seems. She’s a hero, yes, but there are a lot of gods involved and mythology so that, as stated by Nicole when reading the first two volumes of the New 52 Wonder Woman reboot and after watching the 2009 animated film, Wonder Woman seems to have more kinship with the literary and mythology heavy Vertigo series, Sandman, than it shares with Superman or Batman.

Her world immediately feels deep and rich and epic where Superman and Batman are firmly rooted (for the most part) in traditional tropes and ideals. However, I would argue that Wonder Woman is the most inclusive hero, especially for adults.

I’m not the first to say this (though I was pleased to hear well-informed Wonder Woman fans agree) but unlike Batman or Superman––heroes who were either traumatized into heroism (the former) or raised in the throbbing heart of traditional American values (the latter)––Wonder Woman’s heroism is a conscious adult choice that she made, no matter where you pull her from along her timeline. There is idealism there, but it’s always a pragmatic, logical choice on her part to protect and fight for those who cannot, because she has the ability to stand a chance against the larger oppressors. DC’s male heroes are more or less indoctrinated into their positions; Wonder Woman is an outsider who comes to America and sees the world before her, weighs the options, and decides, “This is worth protecting.” It’s a remarkably adult and mature stance and is, as I’m learning, what really makes her stand above her DC brethren, at least.

This drawing was a lot of fun to do. For the first time in a long time, I was caught up in the experience of drawing, excited to lay down each line. Another milestone this drawing marked was that it is wholly digital, working with my Wacom tablet to get the lines to connect and make art happen. I haven’t drawn fully digital in years. For Long John, the computer is only used to color (as much as that is done) and letter, but it was a conscientious choice to do all the art of the comic physically so as to not rely on the computer as a safety net or crutch (which is easy to do). However, sidling up to the monitor and tablet, if even for just a short while, was energizing.

What excited me most about the drawing was blending together the aspects I liked most of different Wonder Woman costumes into regalia I felt represented her best. She is a Greek goddess but also a modern hero. She has her lasso to subdue her enemies, but it is a defensive tool. She is feminine but is clearly strong enough to subdue anybody that dares to cross her. She is, in the truest sense of the word, awesome.

I may be excited to see her new movie, but I’m more excited to dive deeper into her world.

UPDATE:

I threw some flat colors on the drawing because I loved the movie a lot and couldn’t stop obsessing over the drawing.

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BackMatter: The D. Bethel Sketchbook Now Available

May31
by DBethel on 31 May 2017

My first trade paperback collection of a comic series (commonly called a “trade”) was probably the collection of the four-issue miniseries of Jim Lee’s WildC.A.T.S for Image Comics. The redundancies were immediately recognized––I already had all four individual issues, but with a collection I didn’t have to risk damaging the inherent value of those issues (spoiler alert: those individual issues are still worth cover price twenty years later) by reading this trade instead.

Most likely my first trade, the 1993 collection of Jim Lee’s WildC.A.T.s mini-series.

The best part was the surprise waiting for me at the end of the collection: a few pages worth of development sketches and notes from Jim Lee himself, letting the reader in on how he pulled these characters and story out from a hazy idea into reality and it blew my mind. At that point, for me at least, the comic book industry kept the sausage works carefully hidden behind the curtain, preferring to only show us the shiny, finished product. But here was a rock star of the industry actually showing us messy drawings, half-baked concepts that eventually congealed into full characters that I fell in love with.

I thought such revelations were a one-off, but as I bought more trades––they were fairly rare at that point in the early 1990s––I noticed that most of them had this extra material in the back, to the point now where it’s a standard practice. It’s so standardized, in fact, that this content actually has a name: the back matter. Much like, after a certain point, special features were expected on DVDs and filmmakers would actually plan making that content before/during/after shooting, back matter in trades is something that the creators actively plan for, whether the section brings together all the variant covers for the issues in the collection or it has annotated scripts or other developmental information.

A more recent trend among artists is the release of yearly sketchbooks, collecting drawings––both finished and not––that captures their process for the year. Even though I’ve been making comics for ten years as of 2017, I still don’t think of myself as an artist, for a variety of reasons––mostly due to self-doubt. But since all of these Sketch Fridays and other drawings are posted once online and disappear into the archives, I realized that most of them were good enough to give them another push into the eyes of readers (or potential readers), so that’s where BackMatter: A D. Bethel Sketchbook comes into play.

The BackMatter Sketchbook Collection

A look inside BackMatter.

Long John doesn’t have a trade quite yet––with hope, it one day will––but this would be the kind of stuff I would put into the back matter of a trade. Ideally, I would like to do a Sketch Friday book that has the drawings as well as, at least, some of the accompanying blog posts, but that increases page count and drives up the price.

It was fun to put this book together and, to let you in behind the curtain, it’s loosely organized into three sections (as indicated by the folders into which I organized the files): Personal––meaning non-comic drawings, Long John development drawings, or random doodles, Nerd––meaning fanart of specific comic book or video game characters, and Fan Art––an iteration on the former, but whereas the Nerd section is just drawings of characters, Fan Art is me playing with those characters as well as art inspired by comics, video games, etc. Like I said, it’s a loose organization, but it made sense at the time and is not needed to enjoy the book.

Of course, if you order a copy, I’ll throw in a one-of-a-kind Long John drawing in there for free as well as a Long John bookmark.

With all of that said, again BackMatter is now available for sale on my Etsy store for $5 (plus shipping). It’s a nice little package that you can show your friends or have on the coffee table. Thank you for your support!

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Sketch Fridays #39 – Shockwave, Part 2

May26
by DBethel on 26 May 2017

Sketch Fridays #39 – Shockwave

As mentioned last week, Shockwave rounds out the roster of the team Josh Tobey and I created together in high school––as early as 1994, it seems––and have been redesigning for the last month or so using my (our) modern aesthetic sensibilities and tastes. The last remaining character to redesign was one called “Shockwave,” or “the character with electricity powers.” And, as such a description indicates, he was a bit underdeveloped as a character, but they all kind of were. I think that the only character on the team to have a full name (outside of the code name) was Razorpoint (Shane Yashido) and, even then, Shockwave had the most hazy backstory/development of all the characters (with the exception of, perhaps, Backfire because girls are scary).

To that end, Shockwave––who started life as, apparently, a character named “Firespark” who then became “Firestorm” before settling on “Shockwave”––was mostly a tabula rasa character when approaching the redesign. Last week we saw the character’s creator share his crack at the redesign and, this week, I round out this trip down memory lane with my interpretation.

Firestorm, the prototype for Shockwave, drawn in 1994.

Unlike Katana before him where I designed my interpretation before seeing Josh’s reimagining, this time I had seen Josh’s version beforehand and tried my best to not be influenced by what had already been done.

The original character’s power set was basically electricity-based. For the redesigns, both Josh and I started from that foundation. In fact, both he and I had the same thought: as a character that generates electricity, think of him as a conductor––what kind of design could we come up with that could contain that amount of power?

Another (blurry) Firestorm from ’94, based on a pose by Jim Lee.

For my redesign, I again went into the character and how he relates to the premise of this reboot. If all of the members of the team (except Katana, though he may be revealed as a possible source) are infected by this techno-biological virus, then how does it manifest differently for Shockwave against the rest of the team?

My first thought was to go full John Carpenter, body-horror with Shockwave, to make him a mass of banded steel and pipes that was a cross of the blob (from the classic horror movies) and Tetsuo’s final form in Akira. After thinking about that for awhile, I came to a few conclusions: first, that’s gross and hard to draw. Second, of the redesigned characters so far, what hasn’t yet been done? To this point, all of the characters (Backfire and Razorpoint, specifically) have a visible manifestation of the virus and their bodies have become modified amalgams of biological growth and techno-organic infestation.

Which led me to  a simple question: what if you couldn’t see the infection? Which begged the follow-up: what if the reconstitution of flesh into bionics were completely internal?

So, the basic interpretation is that, of all the members of the team, Shockwave looks “uninfected” in that no real techno-organic material has surfaced. Instead, it’s his internal systems and organs that have been affected, the consequence of which seems to allow him to generate massive amounts of electricity. However, as is the case with electricity, it is difficult to manage or control through basic willpower. So, he wears an insulated suit that has technology built into it that allows him not only a modicum of control over this energy, but also allows for a variety of uses.

Development sketches and notes for the Shockwave redesign.

I wanted him to fly, since that was integral to the character back in the ’90s, so I tried to (with my limited knowledge about electricity) reason out a way to do that. So, the gauntlets he wears, with the bar across the palms, allow him to basically act as an electromagnet. He can pull things toward him and push them away and, after much practice, can allow him to levitate, at first, and ultimately fly. On his thighs and on his back are actually batteries that allow him to store excess energy generated as well as to tap into them to give his own systems a boost when he needs extra speed or to let out a huge blast of electricity.

Ultimately, it was fun adding accoutrements to the suit and not have it look too silly (to me) and I feel he has the most overlap, visually, with his old self’s costume. That makes sense because, for both Josh and me, we both apparently had a lot of fun drawing this character in high school and he was basically just a costume.

Looking at these characters now yields a very unexpected response. I thought it would just be a throwaway exercise but, for all of them, I look and see four characters I would actually like to draw and write, to flesh them out (give them names, for one!) develop backstories and a team dynamic and, perhaps, tell their story. I don’t know, but the surprising fallout of this experiment was how inspiring it ended up being. There are more characters in my sketchbooks from that time, but I’ll wait on bringing them out and try doing some other stuff for Sketch Fridays for awhile.

I’ll wrap up with one last really old, embarrassing drawing that has Josh and I drawing our respective Mary Sue characters on the same page. Those early drawing years were fascinating because I was drawing so much and, looking through these sketchbooks, I was improving so fast (the leaps I made in 1994 alone are staggering) that I kind of almost wish I could travel back in time and watch happen in real time. I kind of wish I still had that amount of gusto, but I also know that even though it’s more incremental now, I’m still improving. One thing I know for sure is that if I went back in time and showed fourteen year old Dan the work I’m doing now, he’d hate it. Top to bottom. And then he’d go right back to drawing, getting better with every line.

My character, Venture, with the medieval version of Josh’s character, Katana, in a collaborative drawing from 1994.

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