Call Me What You Want's Bookmarks tagged panels → View Popular
You are here: Diigo Home > Call Me What You Want's Bookmarks
Wally Wood's 22 Panels That Always Work
Tags: Wally Wood, comics, panels, example, reference on 2008-04-26 and saved by16 people -All Annotations (0) -About
in list: Drawing (Comics)
more fromjoeljohnson.com
-
As a comics fan and occasional artist who absorbed what little drawing skill I have by copying and tracing comics when I was a teenager, I found the juxtaposition in Wood's piece telling. Here was a working artist distilling his craft into 22 panels that could be used to teleport across the occasional creative wasteland, yet each example was dashed off with effortless skill. I live by very few maxims, but there's at least one I've found useful: Fake it 'til you make it. In Wood's piece I could see an artist who had clearly made it but hadn't forgotten the practicality of the occasional shortcut.
-
Ask any working comic book artist who has been in the business for more than ten years about "Wally Wood's 22 Panels That Always Work", and they know of it like it was the bible. Google "Wally Wood" and "22 panels", and you get over 150 hits. It is with great pleasure that GothamCityArt.com brings this historic piece to market. Once shrouded in secrecy, Wally Wood would selectively give assistants and those close to him three 8x10 photocopies of comic panels that bore the absolute essence of drawing comic book panels. 22 images in total, they held the secret to a comic book illustrator's success, and those who learned from them benefited from the master's wisdom. The panels were gold, but were not packaged in such a way that was easily disseminated.
-
Years later as an Editor at Marvel, Wood's former assistant, Larry Hama, needed a tool to give direction to his would-be artists. He had two copies of the three sheets. With the help of another ex-assistant of Wally Wood's (whom he recalls may have been Paul Kirchner), Hama reassembled the "Tri-Force" of Wally Wood sheets. On the back of a Marvel art Bristol board, Hama wrote the now-famous caption "Wally Wood's 22 Panels That Always Work", and had Robbie Carosella and Elliot Brown stat down the sheets. He ran off 50 copies from the board, and handed them out to potential pencilers. Pretty soon, other editors were sending pencilers and even some old pros down the hall to get copies from him. Eventually, he had more master copies statted and gave them to other editors so they could make their own copies to pass out. The original paste-up, with Hama's original hand-lettering, was eventually tucked into an envelope and put in the back of a flatfile, where it stayed for more than a decade. Second, third, fourth, tenth and twentieth generation copies continue to be made and handed down. The artwork pictured here is the original pasteup, as well as the three 8x10 copies that were statted down to make the board. Some of the panels, which were lost through use, were restated to the original board over the years.
-
It is now my pleasure to offer these relatively high-resolution versions of "Wally Wood's 22 Panels That Always Work" in "Unlimited Edition," scanned in from the original paste-up. The widescreen versions include the whole of the paste board, including a serendipitously open area on the left hand side of the image that makes them practical to use as desktops for your computer, despite the otherwise busy background of the rest of the piece. My scanner is not large enough to scan the entire paste board at once, so I have tried to make a reasonable effort to stitch together four separate scans, although I did not go to any great length to remove all trace of seams.
There is also a 4:3 black-and-white version, tweaked to provide a 1600 by 1200 pixel duotone that emulates the previous versions available on the internet, albeit with greater fidelity.
While I did not leave any watermark or URL on the specific image files, I would ask that you refrain from using the images for any commercial purposes without my permission. Otherwise, please disseminate as freely as you like. Part of the reason I bought the piece was to ensure that it remained available to any artists who might find it inspiring or useful.
-
Larry Hama, who pasted together the piece and did the lettering, was kind enough to respond to an email I had sent him after purchasing the piece. Note especially his suggestion that Wood created this piece not for others, but as a reminder to himself to not become bogged down in unproductive eddies. Hama's correspondence follows:
I worked for Wally Wood as his assistant in the early '70s, mostly on the Sally Forth and Cannon strips he did for the Overseas Weekly. I lettered the strips, ruled borders, swipe-o-graphed reference, penciled backgrounds and did all the other regular stuff as well as alternating with Woody on scripting Cannon and Sally Forth.
The "22 Panels" never existed as a collected single piece during Woody's lifetime. Another ex-Wood assistant, Paul Kirchner had saved three Xeroxed sheets of the panels that would comprise the compilation. I don't believe that Woody put the examples together as a teaching aid for his assistants, but rather as a reminder to himself. He was always trying to kick himself to put less labor into the work! He had a framed motto on the wall, "Never draw anything you can copy, never copy anything you can trace, never trace anything you can cut out and paste up." He hung the sheets with the panels on the wall of his studio to constantly remind himself to stop what he called "noodling."
When I was starting out as an editor at Marvel, I found myself in the position of having to coach fledgling artists on the basics of visual storytelling, and it occurred to me that the reminder sheets would help in that regard, but three eight-by-ten pieces of paper were a bit unwieldy, so I had Robby Carosella, the Marvel photostat guy at the time, make me re-sized copies of all the panels so I could fit them all on one sheet. I over-compensated for the half-inch on the height (letter paper is actually 8 1/2 by 11) so the main body of images once pasted up came a little short. I compensated for that by hand lettering the title.
-
Images:
• Original Scan, 2560 x 1600 pixels
• Original Scan, 1920 x 1200 pixels
• Original Scan, 1680 x 1050 pixels
• Original Scan, 1440 x 900 pixels
• Original Scan, 1280 x 800 pixels
Panels & Pictures: Text in Comics
Tags: jack kirby, Panels & Pictures: Text in Comics, dialogue, comics, panels, drawing, manga on 2008-04-25 -All Annotations (0) -About
in list: Drawing (Comics)
more fromcomixtalk.com
-

-
Comics without text are unusual enough that they have their own name: "silent comics" (like silent film) or "wordless comics" (in France they use "muette").
-
This month, I'm going to make an illustrated list of different uses of text in comics. A number of these items will be familiar and are ubiquitous in comics; I think a few will be unusual and perhaps inspiring. I make no claims for exhaustiveness, nor is my list structured in any way. Suggestions are welcome in the comments.
-
For concision's sake, I found this image by Jack Kirby (Strange Tales #114) (above right) that contains three of the most common uses of text in one single panel (you don't see that much): text as speech, text as interior monologue, text as narration.
-
1. Text as Speech
-
Text as a representation of speech (whether in balloons or not) is almost (but not quite) essential to comics. A host of visual idioms have developed over the years to mark text as speech text. The most common is the word balloon, usually with the accompanying tail that links speech to speaker. Often the balloon is omitted but the tail remains as a simple line pointing from text to character.
-
Text placed within the panel like this has a certain immediacy to it as a part of the visual image, existing within the same space as the characters/objects/settings.

-

-
A less common approach is placing the text outside the panel. The example from Kyle Baker above (thanks for Frank Santoro for posting this image the same day I needed a good example) is an interesting example where the text is placed beneath the speaking character. To me this feels more distant than a word balloon. As if we are reading a transcription of a conversation that already occurred. Dave Sim uses the transcription/play style dialogue rather frequently in Cerebus, marking off changes in speaker through textual notations of the character's name.Add Sticky Note
- Baker employs an invisible grid to hang his panels on and puts all the dialogue under the panels and more importantly under the person who is talking. It's a signature device that Baker really made his own in Why I Hate Saturn and here he uses it effortlessly to great effect. By placing the dialogue below the panels he opens up the drawings themselves to function as film stills and encourages the reader to "read" the expressions, to really take time with them somehow.posted by moshler on 2008-04-24
-
Probably the most dynamic use of speech text in any comic is Dave Sim's work in Cerebus (there's a reason I mention him a few times in this column, he is a master of text in comics). Sim treats the text as images, altering their style and layout as necessary to produce narrative effects (see above for a simple example).
-
2. Text as Interior Monologue
-
Words used to represent interior monologue is not quite as common as words for speech. This has traditionally (though now rather out of vogue) been shown inside the scalloped thought balloon with a series of circles linking text to character. Unlike the previous use of text, we do not read this as audible sound within the panel. This usage can often overlap with the next one, as interior monologues can be treated as narration. This particular usage (thought balloon style) is more often a less consistent use of interior monologue -- the thought balloon may appear for a character in only single panel or in a number of non-contiguous panels throughout a story. These will also tend to be used for numerous characters often at the same time (in the same panel), while an interior monologue narration will tend to stick to one character for a whole work or for a longer section of a work.
-
3. Text as Narration
-
Frequently overlapping with the previous two items is the use of text as narration. While the above two are used to represent speech/thought that exist within the visual space of the panel, narration is often displaced from the visual image by either time or space. That is, the narrator may be speaking from a place outside the normal space of the narrative, such as someone telling a story that happened in the past (see the Kevin Huizenga image above from Or Else #3) or a narrator that exists outside the story (like the classic Marvel narration of Stan Lee seen above or the oft-used narration of time/place indicators "Later" or "Back at home").
-
4. Text in an Image
-
Text is also used as part of an image, a detail in a representational image such as a sign (see the Jaime Hernandez panel below), text on a t-shirt, or even text on a letter within the panel (the David Mazzuchelli panel below). As opposed to speech, thought, or narration we read this text as part of the represented space/objects even if, in some cases, the text is read as narration (like the Mazzuchelli panel).
-

-

-
5. Text as Sound Effect
-
Sound effects have a long history of use in comics (which would make a great study), serving as a representation of non-speech sound. Sound effects are one of the most common places the appearance of the letters/words is used to create meaning in comics.
-
Most sound effects are onomatopoetic but text can also be used to describe or label a sound rather than to recreate it. Porcellino's image below goes beyond the normal onomatopoeic use (i.e. “thwup”, “crash”, etc.). Instead of trying to recreate the sound, he uses words to describe the sound. In the panel, the word "tune" above the guitarist's head evokes the participation of the reader's experience to hear the noodlings and repeated tones of a guitarist tuning his instrument. This would be extremely difficult to recreate with traditional sound effects.
-

-
6. Text as Smell
-
In a similar vein, Hope Larson here (in Gray Horses) uses words to describe a smell. It's hard not to call this a "smell effect", with curly lines that seem to represent the wafting of the smell through the air. As far as I've seen this is an extremely rare use of text in comics.
-

-
7. Text as Label
-
Larson also uses text as a descriptive label for an image in a panel. The cookies in the panel belowe would be extremely ambiguous -- is it fruit? -- were it not for the accompanying text.
-

-
8. Text as Modifier
-
Frank Santoro uses text as a kind of modifier to the image. See the panel below (from Cold Heat) where the text works to add description to the image (Huizenga does this, too).
-

-
The second panel, by John Porcellino (King-Cat #65), uses a similar tactic. The words "chaos" and "blur" are neither sounds nor narration nor part of the represented scene (those words aren't objects floating around the room) but a textual adjective added to the visual image. While the panel would be identifiable without these words, they add atmosphere to the scene. It could be argued that if he wants to express these ideas, he should make the drawing represent these qualities, but as comics are already a mixture of words and pictures, these tactics fit perfectly. In a way, this is an even further mixture of words and pictures. If one recalls McCloud’s pyramid of drawings, Porcellino’s drawings often sit right on the line between the iconic image and words.
-

-
9. Text Blocks
-
Another, fairly uncommon use of text is the long "text block" most (in)famously used by Dave Sim in later issues of Cerebus. The example below from Jaka's Story is a short example.
-

-
This use of text in a comic is one area where many readers will (have) say that it is "not comics." While this does veer towards illustrated text, Sim's use is only a small part of the larger work and tends to serve a very specific function in Cerebus. A great majority of his text blocks contain text that is in itself text within the narrative (in content if not visually like the Mazzuchelli image above). In the example above, the text is part of a written story by Sim's Oscar Wilde pastiche (seen in the image). As we see him working on it, we read the text itself. In many cases large text blocks like this are just extended forms of the narrative captions (such as M'Oak does in Thieves & Kings). A good way to get out a lot of narrative in one fell swoop
-
10. Titles, Credits, Etc.
-
One should not overlook the use of text as part of paratextual apparatuses such as titles, credits, and end markers ("The End" or "To be continued...") Titles and credits are most often seen in pamphlets and anthologies as opposed to longer volumes. Will Eisner is deservedly famous for the inventive use of titles in his Spirit work (see below).
-

Notation: * = Private bookmark and comment|… = Clipping [?] | … = Public highlight [?]


