I try not to give unsolicited advice to people. I think if someone wants to know something then they'll ask. If you simply volunteer information that you know in the form of advice, I feel like you're setting yourself up for resentment. It's rude to assume that you know something and that other people don't know.
However, I do get a lot of questions from people looking for advice on what they should do if they want to draw comics. It's enough that I'd rather post something instead of repeating myself.
But please, feel free not to read further. These are only my opinions and things that have worked for me. And it's I would do if I had to do it all again.
1. Work on your craft. Always work on your craft, even after you feel like you might have "made" it. Trust me, you've never "made" it even when it seems like you're set. Never be too stubborn to try something new. Never be afraid to try something that doesn't work. Take chances. Allow yourself to draw poorly. If you're finding it hard to stay motivated by working long hours alone or you're easily distracted by your XBOX then comics might not be for you.
(Another note: most people who read comics want to draw them as well. Plus there are those who want to draw them that don't bother buying them anymore ((like I was)). So think of it like this: most people who buy your comic are looking to use your style and storytelling to learn from so that they can, basically, compete with you one day. There's so much competition, in fact, that it allows publishers to pay you practically nothing. You may spend a lot of time in the stage of indy press working with small time people and their small time drama. It has nothing to do with art and it sucks
but that's the way it is.)
2. Surround yourself with people that do what you like. Go to shops. Go to cons. Make friends. Create history with other artists and writers. It will fuel your motivation and keep you sharp and sometimes even help your style. Don't make friends with people whose stuff you don't like. Don't be dishonest and use them to help you get a leg up. But it's good to make friends with people whom you respect who are already getting published because they can help you out in many ways. And maybe one day (but don't expect it) they'll pass on a gig and mention YOU to their editor. But regardless, we can all use more friends.
3. Get out of the basement and move to the city. Comic are (should be considered) art, and art is about being influenced by your surroundings. Art is in reaction to things that happen, and things don't happen in your mom's basement. Move to a city, get a roommate, sweat your bills, make connections, go to parties and spread yourself around. It's all about odds and the odds are against you if you move home after art school.
4. I'm bigger on this one than most artists are but I strongly believe it: learn how to write. Even if you don't plan on being a writer, it can help you recognize a bad script, improve your own storytelling or give you ideas toward doing a creator owned book one day. It can only increase your odds.
A lot of "writers" in comics don't know how to write. If someone wants to pitch something and pay you back end then that means you won't get paid until the writer finds a publisher, puts the books out, sells the book and then receives money after he subtracts the cost of publishing. It could take a long time to get your money (whatever money there is) and there's always the chance the writer will screw you and not pay you anything. Any why would you split the profits 50/50 with someone when it takes them a week to write a script when it takes you two months to draw it? You're taking the risk, not them. And if they're serious about their story idea then they should offer you something. Even if it's $100 for a whole book. Come on, ANYONE can afford to pay you SOMETHING if they really believe they'll make money eventually anyway. If they don't want to then something's wrong.
Or, if you know how to write (at least better than the "writers"), why not spend a week on something of your own and cut out the middleman. There's less chance of drama if you're the only one involved.
5. It's good to have influences but be careful about ripping people off. Looking at another artist from time to time to see how they handle drawing hands is fine, but if you constantly have a Travis Charest book open while you work then you're only hurting yourself.
Drawing from someone else means you're making an interpretation of an interpretation. Art should be an interpretation of real life. Use your thoughts and experiences and make something that no ones else can. Even if you do manage a really good Charest style your career will only be on the tails of Charest and what kind of legacy is that? Other artists won't respect you, although a lot of young readers might. Readers will like you or hate you but don't think about it either way. You want respect from yourself and the artists that YOU respect (because they're like a mirror of you).
6. Save your money. Cut down on your bills. Make it last. Money from comics comes in waves so you should be good with money.
7. It's tempting to draw and post and get that instant feeling of accomplishment from your friends on Deviant but that's not enough to make a career. Your success will depend on your entire plan of attack and on how much you're willing to sacrifice in order to make it.
Hope this helps. Sorry to get preachy.


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