Come and draw comics for me. I love watching

Karasu shared some of his knowledge on Facebook. With the help of other Fans we made it available in English. Of couse keep in mind this are his expiarences that helped him in his enviroment. They are sugesstions and ideas to help you in your journey, but should not disencourage you if the don't work for you.

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超我流漫畫作業流程分享 請注意 本內容僅作為個人在商業誌以及同人誌的經驗分享 並非正規教學不會涉及技法分鏡切法等專業內容 只是希望幫助不知道漫畫製作該從何起手的朋友 更有方向更有效率的規劃工作流程 還有注意一些常見的誤區 祝福各位趕稿順利!!

檔期時間分配 首先該如何規劃一部作品的工作週期 就是很容易錯誤評估的部分 舉例來說你有30天的檔期 很多人可能會計算自己單日能完成的產量 來平均分配每日工作量 這是非常危險的!! 由於工作周期較長 漫畫作業須考量的是 體力+SAN值的持續消耗 以遞減方式分配前/中/後期的工作量 才會更符合實際所需的作業時間 也避免因為誤判產能而開天窗

作業流程 我習慣把漫畫流程分成三步 驟分別為前置/繪製/後製 每步驟需處理的內容如右圖所示 主要的重點工作將會集中於 前置 部分 後面會詳細解釋各個步驟內容 (發想就不提了各位都是點子超人) 這樣的流程分配是因為 畫面加工 漫畫作業的內容能夠大致分成兩類 感性工作(燒腦) <------> 理性工作(純體力活) 由於漫畫作業會持續消耗SAN值 所以盡量把感性工作集中於前置階段更有效率 進入繪製階段後你就可以當個無情的工作機器了 畫面加工 前置 繪製 後製 企劃發想+ 大綱 + 分鏡稿 線稿>>網點 >>完稿

前置---大綱1 大綱沒有制式的規定純文字也OK 重點是 後續能透過回頭對照幫助你回想起劇情安排 避免越畫越篇題 至於要處理到甚麼程度 以看著大綱 能讓你想像出6-7成完整度的完稿內容為基礎 (如果不行就可能是資訊量不夠詳細 建議再做更足) 也可以直接用腦內跑馬燈的方式簡單確認達成與否 很多人怕開天窗 會在建立檔案後急著畫分鏡 請務必避免這個習慣 漫畫需要同時考量的內容實在太多 越簡化個別步驟才能處理的越輕鬆 先做好大綱 尤其要繪製大頁數的漫畫時 能夠有效的降低畫分鏡的腦內CPU消耗 這邊會跟各位分享我的編輯教我的方法

前置---大綱2 大綱的目的是 設立劇情錨點+建立連接點 通常包含以下幾個要素 1.簡介 幫助你確認錨點和連接點的走向 2.關鍵鏡頭 通常是該頁主角分鏡格或是重要演出 3.關鍵對白 是最好幫你控制劇情走向的資訊能 讓你察覺有無偏題或潛在節奏問題 4.演出所需頁數(可在熟練後簡化不做) 每段演出分配多少頁非常建議新手做這步驟 能夠有效訓練你的節奏掌控能力+控制頁數 避免動不動要加頁減頁 請盡量遵照定下的頁數執行不要誤差過大(+-一兩頁OK)

前置---分鏡1 分鏡階段應該是大家最在意的 這階段的完成度將決定你整體作業效率 在本階段做完所有動腦部分是首要任務 以下是我的經驗總結 建議各位在分鏡階段就要完成的資訊 因為內容較複雜我先列出必要內容 後面幾頁會做詳細說明 1.分出主角格/接續格 2.對白+對白框 3.擬聲詞+擬態語 4.畫面黑白配比(以對頁為判定基準) 再再再提醒一次 不要急著畫分鏡先做好大綱 分鏡要動腦的東西夠多了 避免本階段同時思考過多內容 才會更有效率!!

前置---分鏡2 分出主角格/接續格 漫畫有幾個很重要的概念 1. 每一格都超精緻好看=資訊量爆炸 讀者會很快疲乏 2.漫畫是做到"OK就好"的產業 好讀最重要 3. 分格越多反而越能減輕作畫成本 (這部分跟待會的對白/擬聲詞一起解釋) 主角格通常是該頁的 關鍵演出 或是 你希望帶動觀眾焦點的部分 單頁不超過1-2個主角格能讓讀者更好吸收資訊跟喘息 也是大部分人都擅長的刻細部分愛怎麼刻就怎麼刻 而接續格(副格)更為重要 可以是 過場/表示位置/堆情緒/單純讓主格連接通順 他決定作品的節奏/閱讀流暢度/爆點強度等 就像恐怖片鬼出來前的弦樂器BGM跟驟停效果 加上不需要觀眾細看可以處理得精簡省時 ※分享一個小賤招 如果你不愛畫背景但不畫又很空或無法定位角色 這種時候可以多把背景往小的副格塞 降低處理成本讀者閱讀上也不影響體驗

前置---分鏡3 對白+對白框+擬聲詞+擬態語 這部分一起講是因為 很多人都把這步驟放到完稿後千萬千萬千萬不要!! 一方面是 畫面上所有物件都要視為畫面構成要素 這包含了 文字/對白框/擬聲擬態語/分鏡框/畫布(底色) 合理分配這些物件能讓你的畫面資訊量更穩定 一方面是你放到後製才加根本沒有辦法預留位置 等於所有對白/擬聲詞等都是找地方硬塞 資訊量一定爆炸也會多很多無用資訊的繪製成本 ( 無用資訊簡單理解就是你完稿或印刷出來看不見的 畫了也是白畫的部分比如被對白框蓋住的地方 ) 減少越多處理無用資訊的時間你的效率就越快 這也是分格越多越能減輕作畫成本的原因 切越多格你就有越多無用資訊能偷懶 ※題外話如果要使用日文擬聲詞跟擬態語要注意 區別像是中文的"淅瀝嘩啦"對比"潺潺"流水 擬聲詞大多只要讀音對就OK 擬態語是有固定用法跟拼寫方式的誤寫是完全不同意思 所以想使用的朋友推薦可以集中學擬態語更有幫助

前置---分鏡4 > 黑白配比 漫畫的黑白會直接影響視覺上的完成度 所以會建議在分鏡階段就簡單規劃一下配比 夠黑完成度看起來就高但過黑資訊量容易爆炸 過白會導致完成度看起來很低 過灰是最嚴重的會導致畫面過糊影響閱讀流暢度 建議 以對頁為判定基準 盡量保持 黑>白≥灰 的效果 配比部分是以畫面上所有物件而定 換句話說可以利用各種物件調整比例 比方說畫面偏白就多找地方加黑色塊/排線 或使用黑色擬聲詞/把畫布填黑等 很多插畫轉漫畫的朋友會習慣以插畫上色邏輯處理 就會特別容易導致過灰(抹調子過度) 線稿資訊足夠的情況 甚至可以單純的填色就好放棄處理調子這樣也更省時 如果風格上不習慣強化線稿比重 就可以嘗試 利用其他構成物件補足黑色比重 以及嘗試 簡化上色調子的複雜度 切忌讓畫面變得過灰 是第一要務

祝趕稿順利 恭喜看到這裡的你你超棒 已經完成所有需要動腦的部分囉 剩下部分都不需要再思考 也不需要我了 好好對照前置作業做好的資訊當個無 情的趕稿機器就行 由於漫畫是消耗戰 保持規律的作息合理規劃工作表 不要因為手感特好就熬夜多畫太久 確保自己狀態好壞都有最低限度的產出 避免進度是0或是負的(修改) 嘎U各位期待你們的新刊

My Personal Comic Workflow Sharing Please Note: This content is a personal experience shared rom working on commercial magazines and dōjinshi. It is not a formal tutorial, and it will not cover professional topics such as drawing techniques or advanced storyboarding skills. The goal is simply to help people who don't know where to start when making comics, so they can plan their workflow more efficiently and avoid some common pitfalls. Good luck with your deadlines!

Schedule & Time Allocation First, planning your work schedule is a very important step that people often get wrong. For example, if you have 30 days before the deadline many people might calculate how much work they can finish per day and simply split the work evenly across those days This is very dangerous!! Because the production period is pretty long, making comics constantly drains both your stamina and your sanity. By gradually reducing the workload from the early stage toward the middle and later stages, the schedule will better match the actual time needed, and help avoid missing the deadline due to misjudging your productivity.

Workflow I usually divide the comic creation process into three steps: Preparation / Drawing / Post-processing Each step is shown in the diagram on the right. Most of the key work is concentrated in the preparation stage. I'll explain each step in more detail later. (I won't get into how to come up with ideas - you're all Idea Men anyway.) This workflow is structured this way because comic production can generally be classified into two types of work: Creative work (brain work) <------> Mechanical work (pure labor) Since making comics constantly consumes your sanity, it's more efficient to put most of the Creative work in the preparation stage. Once you enter the drawing stage, you can become a heartless, drawing machine. Image Adjustments / Finishing Touches Preparation Drawing Post-Processing Concept Planning + Outline + Storyboard Line Art>> Screentones>> Final Artwork

Preparation - Outline (1/2) There's no format for outlines, plain text works just fine. The point is that later you can look back at it to help recall how the story was planned, so the story doesn't start drifting as you draw. As for how detailed it should be, you should be able to imagine about 60-70% of the finished content from the outline as a basis. (If you can't, that means the information isn't detailed enough so you should expand it further.) You can also just play the scenes through in your head to quickly see if the outline works. Many people are afraid of missing deadlines, so they rush to draw the storyboard as soon as they create the file. Try not to get into this habit. Creating comics involves thinking about many things at once. The more you simplify each individual step, the easier the whole process becomes. Preparing an outline first will make the rest easier, especially when working on comics with many pages. It significantly reduces the load on your brain when creating Istoryboards. Here's a trick my editor once taught me.

Preparation — Outline (2/2) The purpose of an outline is to establish story anchor points and connection points. It usually includes the following elements: 1. Summary Helps you confirm the direction of the story's anchor points and how they connect. 2. Key Shot Usually the panel features the page's focal character, or another important moment. 3. Key Dialogue This is the best information to help you control the direction of the story. It helps you notice if the story starts drifting off course or if there are potential pacing issues. 4. Pages per Scene (may be simplified or omitted with practice) Decide how many pages each scene should use. This step is highly recommended for beginners It effectively trains your ability to control pacing and page count, so you won't have to keep adding or cutting pages. Try to stick to the planned page count as much as possible. Avoid large deviations (±1-2 pages is fine).

Preparation — Storyboarding (1/4) The storyboarding stage is probably what everyone cares about the most. The quality of this stage will determine your overall workflow efficiency. Finishing all the thinking in this stage is the top priority. Here's a summary of what I've learned from experience. These are the things I recommend finishing during the storyboarding stage. Because the content is a bit complex, I will first list the essential items. The following pages will explain them in more detail. 1. Decide the key panel / follow-up panels 2. Dialogue + speech bubbles 3. Onomatopoeia + Ideophones 4. Black-white composition balance (judged based on the full spread) Let me say this again: Don't rush into storyboarding finish the outline first. Storyboarding already requires a lot of thinking. Avoid trying to think about too many things at once. That's how you stay efficient!!

Preparation — Storyboarding (2/4) Identify Key Panels / follow-up panels There are several important concepts in comics: 1. If every panel is extremely detailed = packed with information, readers will get tired quickly 2.Comics are an industry where "good enough" is enough. What matters most is that it's easy to read. 3. The more panels you use, the more you can reduce the drawing workload. (This will be explained together with dialogue and Onomatopoeia later.) A key Panel is usually the key moment of the page, or the part where you want the audience's attention to focus. A single page should have no more than 1-2 key panels. This allows readers to absorb the information and moment to breathe. It's also the part where most artists like to add details - you can put in as much detail as you want. follow-up panels (sub panels) are actually more important. They can be used to Scene transitions \ Showing position or location \ Building emotion \ Simply connecting the main panels more smoothly etc These panels determine pacing \ reading flow \ The impact of key moments like the background music and suspense before a jump scare in horror movies. Since readers don't need to look at them closely, they can be drawn more simply to save time. Here's a small trick. If you don't like drawing backgrounds,but leaving them out makes the scene feel empty or makes it hard to locate the characters, you can place the background in smaller sub panels. This reduces the drawing workload without affecting the reader's experience.

Preparation — Storyboarding (3/4) Dialogue + Speech Bubbles + Onomatopoeia + Ideophones I'm explaining these together because many people leave this step until after finishing the artwork - never ever do that!! On one hand, every element on the page should be treated as a compositional component. This includes text \ speech bubbles \ onomatopoeia and ideophones \ panel borders \ and the page canvas (base tone). Properly distributing these elements helps keep the page's information density more stable. On the other hand, if you only add them in post-processing, there is no way to reserve space for them. That means all the dialogue and sound effects end up being crammed into whatever space is left. The page will inevitably become overcrowded with information, and you'll also spend much more time drawing useless information. ("Useless information" simply means parts that won't be visible in the final or in print - things that you end up drawing for nothing, such as areas later covered by speech bubbles.) The less time you spend on useless information, the faster your workflow becomes. This is why having more panels can reduce drawing workload. The more panels you cut the page into, the more unnecessary details you can get away with leaving out. Aside: If you plan to use Japanese onomatopoeia or ideophones, you should be careful. It's like the difference in Chinese between the onomatopoeia "xīlī huālā" (淅沥哗啦) and the ideophone "chánchán" (潺潺) used for flowing water. Most onomatopoeia are fine as long as they sound right. But ideophones have fixed usage and spelling conventions. Incorrect spelling results in entirely different meanings. So if you want to use them, it's helpful to specifically study ideophones.

Preparation — Storyboarding (4/4) black > white ≥ gray. Black - white balance The use of black and white in comics directly affects how complete the image appears. So it's recommended to roughly plan the balance already during the storyboarding stage. Enough black makes the page feel more complete, but too much black can easily overload the image with visual information. Too much white makes the page look unfinished. Too much gray is the worst — it makes the image muddy and disrupts the reading flow. It's recommended to judge this on a spread and try to keep the balance at black > white ≥ gray. The balance is determined by everything on the page. In other words, you can adjust the balance using various elements on the page. For example, if the page is too white, add black masses or more hatching. Or use black onomatopoeia / fill the canvas with black. Many artists transitioning from illustration to comics tend to use illustration-style coloring logic. This easily leads to overly gray pages (over-rendering tones). When the line art already provides enough information, you can even just fill the areas and skip tonal rendering — which is also faster. If your style doesn't emphasize line art, you can try using other elements to add more black to the page. And try simplifying the complexity of tonal shading. Avoid letting the page become overly gray - that's the top priority.

Good Luck with Your Deadlines! Congratulations for making it this far You're awesome! You've already finished all the parts that require brainpower. The rest doesn't require any more thinking. You don't need me anymore. Just follow what you prepared in the earlier steps. And become a ruthless deadline-crunching machine. Since making comics is a war of attrition, maintain a regular routine and plan your work schedule well. Don't stay up all night drawing just because you're "in the zone." Make sure you can still produce a minimum amount of work whether you feel good or not. Avoid days where your progress is zero or even negative (revisions). Keep it up, everyone looking forward to your new comics.