Hey artist.
Yeah, you. I have a question. Do you want to be a professional artist? Really? Are you sure?
…
OK, I will share what I have learned as I worm my way into the professional artist world.
1: Get good. Pretty obvious right? But it is important. And to be good you have to be bad. For a long time. And that is true for all of us. Even your favorite artist had a period he/she sucked. So don't rush it. Just do art. Draw, paint, sculpt, whatever drives you. The more you do it the faster you clear the bad out. So create.
2: Get out there. Seriously. No one is going to show up on your doorstep and beg you to work on their project. (well, it's doubtful anyone will) Get online. Have a deviant art page. A Facebook page. An online portfolio. Get on other art forums. Really, networking is how you get the foot in the door. A lot of times it's who you know, not what you know.
3: And by network, I don't just mean shove your art in the face of people. Comment on their posts, fav things, if you have anything in common, talk about it. Facebook, Deviant art, Tumblr, Twiter, any social site artists use, go there and watch them.
4: Find people who are doing what you want to do and connect. Follow their work. Look for their process. Listen to anything they share. And then show them your work. And ALWAYS leave them an out. Some artists simply don't look at others work, or they may be on deadline, or having some personal issues. DON'T ASK THEN. But if they seem free, ask. But still leave an out. Sometimes they just won't and if you allow them a graceful refusal they may be willing to still keep a friendship. ALWAYS be respectful. OK, why are they are special? They have made it. They know the road. They know what you need to do to be where they are. They can point out things that you or your teachers may not see or know. They are keys to the kingdom.
5: NEVER excuse your work. Oh please please PLEASE do not try to excuse your work. If the pro says something is wrong, ACCEPT THE COMMENT. Now, you do not always HAVE to agree. They may be wrong. But accept it. Then really look at your art when you are not emotional, and ask, is this valid? If it is, apply it. If not, go on.
6: Be daring. Take risks. Show important people your work. If you are drawing a celebrity, show them! If you do fan art of a cartoon, show the creator. They may not care, may not reply, may not even like it, but show. Get used to your art being seen by important people.
7: OK, you have worked, networked, practiced, gotten reviews, practiced, gotten critiques, shown your work, and practiced. Now what? Take the shot. If other people who know the business say you are good enough, take the shot. But maybe you don't feel like you are there. Do it anyway. Really. Artists almost never 'feel' like they are there. But that doesn't really matter. It matters if the CLIENT thinks you are. Who knows, you may be exactly what they want.
8: OK, so you took the shot and you didn't get it. Welcome to the real world. Now what? Do it all again. Work, network, get reviews and critiques, put yourself out there. Practice. Make new samples and do it again. And who knows? Maybe someone you are friends with may see your hard work and suggest you for something. Maybe the client will see your hard work and determination, and offer you a shot.
9: OK you made it! Now keep doing it. Making it is JUST getting into the building. If the lobby is all you want, congrats. But if you want the penthouse, keep doing it. Always learn, network, show, practice, make friends. And soon new offers will come in.
10: And last, remember this IS a business. It's an awesome business, but a business all the same. Treat it with respect. Be on time, a good person, keep your word, always try to be a solution and not a problem. And do your best every time.
So that is a few of the things I have learned and done on my way. And am still doing it and always will. So go forth, create, learn, practice, and find your way.
Dwayne
1: Hero in trouble.
The hero is in immediate danger and no sign of escape.
2: Pin-Up.
This is about creating dynamic and beautiful imagery. .
3: Hero in victory.
Hero is like a god, larger than life. Maybe over a fallen foe.
4: Mystery.
This is all about getting the viewer to ask what or who is this?
5: Montage.
This is about taking elements tied to a central figure and lead the eye around.
6: Moment in time.
This is like a freeze frame of a key element, usually to focus on the dramatic.
7: The reveal.
A key element is revealed to the reader. Should be used rarely.
8: The horror.
Revealing to the viewer a scene so disturbing/scary that they must look deeper.
9: The gimmick
Gatefolds, cut outs, foils, messing with cover elements, etc. Breaks from tradition.
10: Fanboy (or girls) dream.
A face off between icons, the hero FINALLY gets the girl or the bad guy. The dream lives.
11: The Steranko,
A cover with strong striking design elements that make it elevated art.
12: The map.
A cover with hidden clues that reveal a secret inside if the viewer can understand it.
13: The foreshadow
A nod to a major event inside the cover. Who will join? Who will die?
14: The epic
Scale is played with here to make a threat, place, or event larger than life over the hero.
15: This is war.
When in doubt an all out battle will grab someone's eyes!
16: Stark.
A cover predominantly white or black with a minimum of detail.
17: Monochromatic.
A cover using one single color. Used to drive a mood, or sometimes allowing a single different color to draw attention to it.
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