Alright guys, as promised, here is a sister thread to
http://conceptart.org/forums/showthread.php?t=66146
I am talking about showing your portfolio to commercial, science fiction & fantasy book publishing and magazine companies. While I’m sure there are some things in common, I would bet there are many differences in preparing a portfolio for comics or concept work in film and gaming.
This is, of course, just my opinion. Smart people gather information from many sources and then make their own decisions. I'm sure there are things I forgot to mention here, but that is what the discussion is for.
And remember, when an art director is speaking to you professionally, they are thinking about the concerns of their jobs. Art directors see TONS of work that they adore but haven’t found a way to utilize. Being hired is not the same as doing great work. We always strive for as much overlap as possible but, in the end, I need to get all my covers past all the fickle opinions of a Sales and Marketing department, booksellers, and the readership.
I’ve included some samples. I kept them very small since this post was getting way too long to being with. All these images are easily found elsewhere. They are all positive examples...although showing negative examples might have been more fun.![]()
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SF/F BOOK COVER PORTFOLIO DOS AND DON’TS
SHOW THE CLIENT WHAT THEY WANT TO SEE
Know who you are showing your work to. Don't show your still-lifes and say, "But what I REALLY want to do is fantasy book covers." If that's what you really want to do, then sit down and create a new portfolio. And don't offer to do a job on spec to prove that you can switch gears.
Create different portfolios for different clients. The presentation you show a card gaming company may be subtlety different than the presentation you show a book publisher.
CONSISTENCY
The “Weakest Link” principle reigns supreme. Especially when looking at portfolios from young artists just out of school a couple of years. I need to know that you are in complete command of your craft. If you have seven paintings that you really like and three that you’re not fond of, sit down and paint three more pictures. An AD will always fear that they could get you on a bad day. ADs don’t want to take a chance on new talent, they want to feel comfortable and excited about working with new talent.
KNOW WHO YOUR COMPETITION IS
Remember that the day you graduate, artists like Donato Giancola, Todd Lockwood, Jon Foster are your competition. You need to give me a reason to hire you instead of those guys. I don’t say this to make it seem hopeless but, rather, to make younger artists realize that they really NEED to work hard to get their foot in the door. And they need to work smartly. Look at your work critically and constantly work to improve.
FIGURES
Figure drawing, figure drawing, figure drawing! The most important thing for a book publisher is figure drawing. You may get away with faking the rest (for a little while) but you need to have 100% solid figure drawing that does not look stiff and cartoonish. (“Poser” people tend to look weightless and artificial. Learn how to draw the figure.)
There are only a few artists who are willing to include more than one or two figures in a painting. If you can handle a crowd scene, it can go a long way to separating you from your competition.
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Examples:
I like how both Jon Foster and Donato Giancola veer away from the typical six-foot tall point of view here. Scott M. Fischer has a more subtle, but still very effective angle on his. All have effectively painted real individuals, not just cookie-cutter model types.
BODIES IN MOTION
This is tough. Action often looks stiff or fake. The trick is getting good reference so that the pose is accurate and then deviating from it to give it some life. There are only a couple of people that I trust with real action...but when it works, it’s kick ass.
Example:
In Gregory Manchess’ painting we sense the heft of Conan’s body while feeling the split second of weightlessness between throwing his arm back and having it come crashing down on us.
WOMEN
Yes, we constantly show sexy, big-breasted babes on our covers. BUT, there is a fine line between sexy and freakish. If you are using Hustler for your reference, you're on the wrong side of that line. Along with sexy, they usually need to look like they can kick-ass. Slave girls don't impress art directors. Book publishing does not use pin-up. And breasts are NOT perfectly spherical.
Example:
Louis Royo.This figure is sexy, strong, and in command of the situation without being obviously posed strictly for titillation. Royo explores all kinds of dark and erotic themes in his personal work but, for his book covers he is able to pull back a bit for the more conservative book publishing market.
FASHION
This applies more to artists that have been in the industry a decade or two but let this be a cautionary tale for young artists: It’s not a great idea to always use your girlfriend/wife in every painting. As people get older their sense of what is fashionable sometimes ends shortly after college. It’s slightly painful when I see a figure in the painting whose clothing and/or hair is clearly from the 80s. (Fantasy paintings are amuck in mullets!) Unless it’s a historical piece, costuming should attempt to be as timeless looking as possible. Looking “dated” is the kiss of death for an illustrator. (Men’s fashion doesn’t seem to be as identifiable so I don’t often see this problem in male figures.)
BACKGROUNDS
Too much detail in the background flattens the image out. Artists working in PhotoShop love to show every brick of the castle that is resting on the mountain across the valley. Not good.
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Examples:
Stephan Martiniere is a master at implying detail with abstract shapes. It keeps the image alive.
We don't need to see every leaf in Greg Manchess's painting to know that there is a jungle back there.
CREATURES
Book publishing (outside of gaming tie-ins) does not show many monsters. I know that games use tons of them and they look great, but a portfolio full of monsters isn't a help to me.
Showing an example or two of some classic mythic creatures is good - dragons, unicorns, trolls - but I don't need to see tons of it and they should not be of the twelve arm, five eyeball, gooey variety. Good anatomy on animals and creatures is critical. The people are still more important, but if you can also sell me on horses and dragons, you’re golden.
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Examples:
Tristan Elwell’s horse head is spot on. If it had fallen flat it would have distracted from the exquisite face he painted.
The light on Dan Dos Santo’s dragon is great but, as in the example above, the creature is in service to the human figure.
BLOOD N’ GUTS
Not so interesting. Even horror books stay away from gore. Grit is fine, a little bit of subtle blood and grime is okay, but no Marketing Department will let an evisceration pass.
Example:
This detail from Donato Giancola’s painting is so effecting because he is showing the tragedy of war in how the characters are interacting, not because he is showing rivers of blood.
REFERENCE
I don’t care if you have to stand on your head to make a good picture. Most likely, you’ll need reference. Use it. Don’t be a slave to it.
START WITH YOUR BEST PIECE
There’s never a second chance to make a first impression. Make people WANT to turn the page.
NEVER APOLOGIZE
If you are showing off a portfolio you are asking a busy person to take their time to look at your best work in its best presentation. Never explain why the image didn't come out as well as you hoped or how bad the print looks. It will either make me nervous that you'll run into the same problems on my job or make me wonder why you are having me look at a portfolio that even you feel is not ready.
It's surprising but people do this all the time. The best artists can point out mistakes in their paintings...but they don't. Be professional and stand by your work.
IMPRESS, DON’T EMBARRASS
I’ve had people get on their knees and beg for a chance. This kind of behavior embarrasses the art director and should embarrass the artist. Don’t chase an art director at inappropriate moments, such as an awards ceremony, while at dinner, etc.
BE POLITE
If you are asking for constructive criticism, than be prepared to listen. You can ignore all of it, but don’t keep telling the AD why you didn’t do it that way in the first place. You’ve asked their opinion and they are giving it. You can decide whether it’s rubbish or not latter.
Not all situations warrant a “thank you” note, but, if you are lucky enough to get special attention from someone, or someone took extra time out for you, take a moment to say thanks. It’s the polite thing to do and it will remind them of you and your work.
COVER LETTERS / RESUMES
These often do more harm than good. Anything that starts with "How art thou!" goes straight into the garbage. Anything that is trying too hard to sell themselves or that states that they "just happen" to have some free time coming up is a bad sign. If you are not going for a full time job, there is no need for these. It's all about the portfolio.
MAIL-INS
* If you want them back, include a SASE.
* Have your name and contact on EACH piece. It's easy for samples to get separated.
* Postcards are fine. If something is intriguing I'll go look up a website.
* A collection of a few 8x10s are fine.
* CDs are not looked at. If I already know you, I'll look at them. Otherwise, it takes too long to load them up. Also, work looks very different lit in RGB than it does printed in CMYK. I won’t hire someone souly by what I can see on my screen.
* Follow-ups about 3 times a year are good.
* Don't get too clever with the envelopes/packages. Don't send toys, candy, etc. (I hate it when they send candy...I SO much want to eat it but it's candy from STRANGERS!) Pros don't get cute with their presentations. It should look clean and let the work shine.
* If you are not a designer, keep all the type simple. Most art directors are designers. It won’t stop me from looking at the artwork but you don't want my first thought to be, "Uhg! Chrome, embossed, script lettering!"
KEEP WEBSITES UPDATED
Please. Especialy for anyone in their first decade or two of business. Your abilities are (hopefully) growing in leaps and bounds. It’s frustrating to know that someone is doing good work without being unable to show it to an editor...or being unable to remid myself of all that great work I saw from them at a convention last week.
GETTING THE SECOND JOB
Once you do get a job, do it well and do it on time. That is your best chance to getting a second job from the same client. Repeat, DO IT ON TIME.
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A lot of what was written here is common sense but many people, especially when nervous, can fall into what seem like obvious traps. The best advice is to act like a pro until you become one. Be confident without being cocky, never stop working while waiting for the phone to ring, get your work out into as many venues as possible, and find places to network and meet the people you are hoping to get hired by.
........Did I mention that figure drawing is important?









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