Even our current project, the graphic novel that many of you are following during the development stages, has some basis in reality. The problems with illustrating reality are that you need to do your research. More to the point, I need to do my research. I can't have a 1986 Corvette driving around on the streets of 1970 small town America. It just isn't going to work. Somebody, sooner or later is going to notice the problem and call me on it . . . and I can't blame them. I'd do the same. It's that attention to detail that sometimes slows down the actual production. That and my ever increasing need to grow my client base and make enough money doing what I do from day to day in order to see this project through to its conclusion . . . mass publication and untold riches.
Another key attention to detail is that sometimes, when you draw out your initial sketches you don't add in all the detail you need and then when you are reworking the design you fail to notice certain flaws . . . like the fact that you've missed some knuckles. I'm sorry. I'm not proud of the fact that for some reason basic anatomy has fallen out of my brain. Especially difficult to come to terms with since I have two perfectly good reference points sitting in front of me right now. I mean, seriously, check out that gimpy left hand in the first frame. I've got all the phalanges the wrong length and I've even managed to miss a few when I roughed this up. What was I thinking?
Since I had already inked and coloured that frame I didn't want to have to redraw the whole scene, that's the whole point of working on this digitally. So I copied the initial ink work for the hand and then blocked in the proper sections for the back of the hand and the phalanges. It's still a little flat but as you can see with the overlay at least now it looks right. The knuckles are where they're supposed to be and the thumb is properly attached. Add in a little shading and a few more details and "voila" we have a less gimpy left hand.