Archive for ‘Mike Nicoll’







Creating Crowd Scene in CGI

Over on the downthetubes forum, Ex Astris creator Mike Nicoll has been talking about creating crowd scenes in CGI, responding to comments from veteran artist John Ridgway that the medium isn’t really good for such things.

Mike’s response was pretty interesting, so I thought I’d re-post them in an edited form here.

“The problem with CGI work is the characters,” argues John Ridgway. “In order to produce the necessary pictures, characters have to be created, posed, lit and their expressions arranged to suit the story. All this takes time. Mike Nicoll, on Ex Astris, manages this exceptionally well. But the number of characters in their scenes are limited. Imagine producing a number of crowd scenes…

“My solution to this is to draw the characters and use cgi for the backgrounds and spacecraft,” says John. “It’s then up to the individual reader and being given the time for this mixture to be accepted. No-one objected to the use of flat coloured line drawings against fully-painted backgrounds in the old Disney films, and apparently didn’t even notice that the ballroom in Disney’s Beauty and the Beast was CGI work.”

Mike thinks John Makes a good point about crowd scenes although so far as Ex Astris is concerned the reason for a lack of major crowd scenes is simply down to the fact that the script(s) as written haven’t actually called for any – yet.

“We did create a one-pager called Ex Astris: Floods [which was adapted for mobile for ROK Comics] which had a crowd storming an escaping space ship,” he points out, “and the EA: Homecoming 10 pager we did for Bulletproof Comics had between four and seven characters in many panels and the main storyline which we’re working on at present will have a mob of townspeople attacking our heroes which will be fun to do (memo to John Freeman – let’s have lots of close-ups!).

“The problem may be simply that much CGI work is, as pointed out elsewhere, created by technicians who may be adept at computer skills but not in the art of comic creation,” Mike argues. “That’s not to denegrate the creators, it’s simply that as someone who is as happy hand-drawing a page as CGI-ing it I have an extra batch of creative skills which many CGI artists lack.

“When I create a CGI scene there is frankly as much Photoshop and hand-rendered post-production work as there is pure CGI rendering. I almost never render a complete scene and pop it into place (if only it were that easy!!). Instead, I sketch the image first then render each element separately via the alpha channel, then compose the panel with every item on a separate layer.

“It may seem like a lot of extra work but it gives me maximum control over lighting, colour balance, contrast etc., but the point I’m trying rather laboriously to make is that it’s just as easy for me to make a scene with two people as 22 people in CGI. All it costs you is a little extra time but if I were to hand-draw the crowd then I’m taking extra time as well but in the long run I’m saving time by not having to ink and colour the panels.

“That said, I feel the ideal way to go about solving the problem is, as John says, to hand-draw the characters but use CGI backgrounds in the same way as actors are shot against greenscreen in the movies. However, as shown to great effect in the movie Titan AE, this can result in a bit of a mess because the line art and flat colour jars terribly against the rendered backgrounds.

“My solution is to hand-paint the characters with no line-art involved – at least no black line-art which I feel is the main problem. Fully painted characters against CGI backgrounds (which also have no line art of course) blend in better and make a much more satifsying composite I feel.

“I’ll be using this technique on a Dan Dare wallpaper which I’m doing for fun and if it gives satifactory results I’ll be using it for my forthcoming Saffyre Blue graphic novel so I’ll pop up some sample art a bit later for some constructive criticism.”

Read the whole discussion on the downthetubes forum


Ex Astris To Return to Spaceship Away

We’re pleased to report that although the upcoming issue of Spaceship Away, on sale soon, brings the first Ex Astris ‘prequel’ story to a close, the strip will return to the Magazine next year – and this time, it will be for an ongoing run.

“We’ll be back with Issue 21,” says writer John Freeman. “We’re delighted the editors of Spaceship Away have committed to a further series of stories: it’s a testament to Mike Nicoll’s creation and his stunning work that the strip has proved a success in the Magazine.”

It looks like it’s going to be an interesting year ahead for the SF comic magazine: in addition to continuing Dan Dare stories and more, Issue 19 will see the arrival of the Daily Mirror‘s classic strip Garth, coloured by John Ridgway – a story that has never been reprinted in the UK.

Talks are also going on with Sydney Jordan about completing the Dan Dare story he started
in the Planet on Sunday.

Spaceship Away Part 18 is being distributed to existing subscribers. For more about the issue, click here
To order Spaceship Away, click here



Ex Astris Artist Celebrates Moon Landings

bill_storie_moonlanding.jpg

Mike Nicoll has just sent me this fab piece of art to celebrate the 40th anniversary of the first human moon landing, which forms part of a gallery of art marking the event over on thedownthetubes forum.

Several artists have contributed images so far, including Doctor Who illustrator Colin Howard, Space Age Magazine editor Bob Bello and the Etherington Brothers.

More contributions are welcome.

If you’re a fan of Mike’s art, you may be interested to know we have four Ex Astris wallpapers for PCs available as free downloads over on the revamped web site: www.exastris.co.uk. After being a simple “redirect” for a couple of years, we’ve just launched the site proper and more on the strip and regularly updated strip posts are to feature soon.