The digital revolution has made comic book publishing a thing of the past. See and learn how virtual computer technology will revolutionize this field and allow every artist to have their fifteen minutes of fame.

Friday, June 30, 2006

Autumn in the Otherworld

Autumn in the Otherworld by Kassie
Intrigue, mythology, political machination, forgotten tribes, death, three subspecies of human, gods, monsters and librarians star among others in an atypical fantasy comic - B&W, updated weekly


EASY PREY story and art by jason paulos


Sunday, June 18, 2006


Superhero name: The Green Avenger
Mild Mannered Alter-Ego: Abby Lark
Age: 22
Alignment: Hero
Powers: Flight, Super-Strength, Moderate Invulnerability, High Intelligence, Some minor Psychic Abilities (able to receive mind-to-mind communication but not initiate it, hears it when people call for help, no matter how far or quietly they do it.)
Weaknesses: Self-doubt, poor self-esteem, lack of sleep, weak ankles, prone to weight fluctuation and psychic/hypnotic suggestion. Not a huge fan of direct sunlight.
Information: As a youth, she idolized superheros, and when she came into superpowers, she decided to make it happen. Despite protests from her father, she was determined to become a superhero. After finishing college with a major in Criminal Justice, she moved to Twin City, the capital of Midwestota to make her way to being a genuine superhero. It didn't end up being as easy as she thought it'd be.
Archnemeses: None thus far.
Motivation: 75% just plain loves being a superhero, 15% overcoming self-doubt, 5% for the recognition, 5% to meet cute guys.

Mechagical Girl Lisa A.N.T

Mechagical Girl Lisa A.N.T is a weekly webcomic about geekish girls with superpowers, alien insects bent on world domination, and schoolyard intrigue dominated by pink-haired magical girls in disguise. It is rated Web-PG for non-bloody violence, the occassional foul language, partial nudity and references to Sailormoon.
Since the Archives are still pretty small, I'd recommended that you just started reading from The beginning, but if you're in a hurry, here's a short summary of the Story Thus Far (contains spoilers):
13-years old Lisa is a pretty normal schoolgirl. Not a very pretty, happy or popular schoolgirl, but a normal one nonetheless. She does, however, have a for her age slightly unhealthy obsession with Magical Girls as well as a dream to become one herself.
Thus, she is more than thrilled when an alien spacecraft accidentally crashes into her room containing one very pretty but also very disgruntled engineering butterfly, Io. Immediately mistaking Io for a 'magical animal', Lisa brings herself into a lot of trouble when she decides to take a closer look at an object found in the wreck. This object just happens to be containing an A.N.T - a giant mecha (or suit, depending on how you see it) that is only the rarest and most powerful weapon of the alien civilization.
Eagerly mistaking herself for a 'mechagical girl', Lisa gladly volunteers to fight the nemesises of Io's people - the termites, but she is soon to find out that she has plunged into something far too big for her to handle - or she would if she wasn't so obsessed with playing Magical Princess Sugarplum.
A.N.T, all characters and related insignia is copyright 2004-2005 Ida Kirkegaard, so ask before taking. Oh wait, I won't let you take my art even if you ask. Unless it's for a good cause.

Tuesday, June 13, 2006


Short story comics,comic strips, and images, by Daniel B. Willingham


Andrea is an angel...and now she must prove it.
TO THE COMIC - Material, HTML and text contained on pages originating from DOLARI.NET and DOLARI.ORG are written by Jenn Dolari. Copyright 1992-2006 Jennifer Dolari. All Rights Reserved.

Introduction to FLASH Tutorials

Flash is a main part of the Internet these days, from ads on Yahoo to funny animated cartoons like our site. Flash keeps getting better and better. The possibilities are great. Interactive CD's, Games, Programs, you name it. Hopefully after you have used it you will see that it is a great program to use and produce projects.

We decided to make a tutorial section so the beginner's and advanced flash designers could learn some new things or maybe just a recap. From motion tweens to coding. You can learn a lot from our site.


Sunday, June 04, 2006


Welcome to the new web site! I know it's been something like 10 years since I last updated my old website, so with the help of good friends Lance and Julia, I've finally got something new out there. Give it a spin and let me know what you think and keep checking back.

By the way, if you happen to be a Magic the Gathering player and live near Melbourne, Australia, stop by the tournament from November 2-5 and get some cards signed!

Fairies, Fairy Art and ...

You will find links to the various fairy art galleries on this page (by artist or era). They represent an attempt to classify fairies, something everyone knows is impossible. New additions are also on this page. Uncataloged fairies are now in the fairy gallery.

You will also find other fairy resources: Fairy Fonts, Fairy Books, Fairy Posters and Prints, Fairy Backgrounds, and Fairy Wallpaper.

Note: If you came here directly, there are more fairies (by artist), fairy links, and fairy resources on the Main Fairy Page. Also, fairies do not always stay where they are told, so you may find them hiding in the individual artist pages.


Michael Wm. Kaluta

Michael Wm. Kaluta was influenced early in his teens by Roy Krenkel and Frank Frazetta. Their work on the Ace reissues of Edgar Rice Burroughs novels, as well as the novels themselves, instilled him with a fascination with fantasy that is evident in everything he draws. Some of Kaluta's earliest published work was for Graphic Showcase, a fan magazine in 1967. Titled Eyes of Mars, it was an obvious tribute to John Carter, Burroughs' famous Martian adventurer.

Back in the 1960's, comics fans published dozens, if not hundreds, of fanzines. Young artists who might have been drawing comic books in a more open market were relegated to learning their craft in the pages of these zines. Every subculture has its own hierarchy, and the world of fanzines and fanzine artists was no different. The "best" of them were printed via photo offset and had circulations into the 2000 to 3000 range. Some of these were the "artzines" and their editors strove to get contributions from the likes of Jeffrey Jones, Bernie Wrightson, and Michael Wm. Kaluta.


Saturday, June 03, 2006

Conceptualize and storyboard your screenplay or game

Animated sequels have become a BIG part of filmmaking.

We have always had cartoon shorts with Michey Mouse, Bugs Bunny, Tom and Jerry and Popeye! But, WINNIE THE POOH was probably the film that started a new trend...


You have a screenplay you would like to sell.

One problem is that most people you approach do not have the time to read it. Some people will be honest and say they haven't read it, but most will politely say it's not what they're looking for.

Having a finished screenplay is only the beginning. It's very hard to get people to read your script without paying them. Sometimes, it's a good idea to take the best five minutes of your film and produce it. Many big films were sold this way.

Professional studios and directors often storyboard their projects to get just the right look they want before showing it to others. The storyboard not only defines and visualizes the main characters. it also portrays part of the script. Storyboards.

The first step in visualizing a motion picture is the concept phase and this, unlike reading the script, enables you to show people your idea in a few minutes. During this step, the film is divided into scenes and all text and actions are mapped out in concepts, scripts and storyboards. Think of creating comic book type panels to get you idea across.

The storyboard can then be recorded on video and a preliminary version of the soundtrack can be added. This creates a whole new dimension: timing, pace and sound.

You can easily create an excellent impression of your film or game on DVD or CD-ROM or you can post it on the Internet where it can be readily viewed.

The people who do not have time to read your script will certainly have a few minutes to watch what you have. And this might just be the ticket to financing, funding or selling your idea.

Copyright Comic House The Netherlands (all rights reserved)

Linux in Hollywood

Linux got its big Hollywood break in 1997 when Digital Domain (D2) used Linux to render the special effects for Titanic.

DreamWorks' Shrek, released in 2001, was the first blockbuster to be both authored and rendered using Linux but when DreamWorks/PDI produced Shrek on a Linux platform, it was done using internally developed software. Little commercial software for making movies was available for Linux at that time.

Today, three of the most popular 3D animation drawing packages are available in Linux versions: SideFx Houdini (Linux in 1999), Alias Maya (Linux in 2001), and SoftImage (Linux in 2001). Artists using Alias Maya might be interested to learn that there is an Association for production companies using Maya.

The irony of the migration of software to Linux is that Apple and Pixar became leading suppliers of Linux software. When Industrial Light and Magic switched to Linux it meant upgrading all of the studio's old copies of SGI-based SoftImage software to Linux all at once.

To read the rest of this article by Robin Rowe, CLICK HERE.

Is Realtime Real?

Is Realtime Real?

In the early '90s, when CGI was still new to the motion picture industry, some artists looked towards the future and predicted that someday all rendering would be realtime and interactive virtual environments would replace movies.

"NOT IN YOUR DREAMS!!!" many Hollywood executives replied!

Today, fourteen years later, we're still not there, but neither are we talking hypothetically. New games providing broadcast-level realism appeared throughout 2004.

Indeed, 2004 marked the transition from a gaming era of blocky models and low-resolution surfaces to an era of detailed and richly textured experience. Simply put: everything that came before, does not measure up to today's gaming experiences.

Consider two specific examples: Half Life 2 and S.T.A.L.K.E.R. Shadow of Chernobyl.

The next thing is to understand how Hollywood is beginning to take a serious look at game technologies and how those who don't take Hollywood seriously are creating movies in realtime.

Read the entire article by S. D. Katz: CLICK HERE.

Bob & Margaret

Based on an Oscar-winning short film 'Bobs Birthday' from 1995, 'Bob & Margaret' is a show I've seen many episodes of over time, but I've never managed to watch them all (52 episodes over 4 seasons - not sure if they've all been aired here) in the correct order. Deceptively simple in its premise, Bob (a Dentist) and Margaret (a Chiropodist) stuggle to work out what's missing from their life. Essentially, they're not entirely suited to modern life, but like so many of us they still battle to master it.
There's uncomfortable relationships with other couples that they're not entirely keen on, odd relatives, annual events they feel obliged to be a part of, the hassles of their jobs, and the stuggle to maintain their own relationship in the midst of it all - so we all go through these things, and that's not the reason to feel it's familiar as much as it is the reason we can all relate and enjoy their pain in that odd fashion we all seem to.
The initial series is typically British, later episodes may compromise in their approach as they're more America-friendly due to funding and production issues. Snowden and Fine remained involved even when scripts were initially written by others (the show seems to originate as a Channel 4 (U.K) show, moved on to Nelvana in its later incarnations until it finished in 2001), as is often the case as a show gathers more awards and a larger audience. In its content and approach, it does compare somewhat to 'The Simpsons', 'King of the Hill' and 'Seinfeld'; on Comedy Central its' rating are second only to 'South Park'.
READ MORE... by Alison Snowden and David Fine

Draw the Looney Tunes: The Warner Bros. Character Design Manual

This is “not the usual art book; this book about character design was created by artists for artists, and speaks to them in their own language.”
You should know at least the basics of drawing for this book to be of help to you. If you are already an artist and if you know something of anatomy and what it means to “feel” a pencil line, this book is a nice addition to your library.
Not exactly the size of a coffee table book, it is in the format that a character design book would be in an animation studio, which makes it almost those dimensions. It is not a step-by-step how to draw Bugs Bunny “Foster book” kind of thing, although Bugs is almost the only character the book talks about, but it is a textbook.
According to Romanelli, it was created for the artists and freelancers in the Warner Bros. commercial division. These artists are illustrators, as differentiated from animators. They draw one pose at a time for a specific reason; an ad, poster, DVD cover, whatever. And they are highly talented and educated artists, so you beginners don’t get discouraged if you don’t see the point of some of the exercises. Keep drawing, and you will. As Romanelli says, “What you’ll find in these pages is an open vault of information and inspiration about the process (of character design.)”
READ MORE - By Libby Reed for