Haphazard moments in party & bullshit.

Tuesday
23Feb2010

Kamui, Bares Teeth

Detail from Back At The Market, 2009

The true identity of illustrator and graphic designer Kamui might as well be a daisy-chain of Matryoshka dolls. It's the kind of endless anonymity befitting an artist named after Japanese spirits and devoted to painting subjects often treated as internet punchlines.

But ignore the 4chan runoff. These funny animals, even when they're ankle-deep in very gay things, speak to a deep tradition of art that has existed forever—as cave paintings, cultural myths, Lisa Hanawalt's recent comic in Vice's Fiction Issue. And make no mistake: at a paltry 27, Kamui is gifted with talents decades ahead of his peers, churning anatomical precision against an ethereal, ornamental palette.  Those dolls? One of them's probably a dog-eared James Jean.

What began as a distraction has led to ident work for a variety of firms (he keeps mum on just who), a few book covers (see below), and a salivating fanbase. Not too bad for a self-described "man-child born in the South, educated in the North, and now living the easy life out West."

Just don't utter the F-word.

 

Who is the man behind Kamui?
I'm a translator by trade, and paint mostly for fun, with the occasional graphic design and illustration job on the side.  I've done some poster projects, a few websites, some identity work, and covers for a number of small-press comics and novels, mostly for friends and acquaintances.  That's part of the fun of having a creative group of friends, really. The work I've done for them has been a way to collaborate on projects with folks who are creative in non-visual ways.  And on the Fine Arts side of things, I've shown work in galleries in New York, SF, and LA, but I've never considered myself an "artist" in the fine arts tradition.

Details from Bang (l) and Baby, Leave It On (r), 2010

Why do you distance yourself like that?
For me, art is a form of communication. I'll monologue occasionally, but for the most part, I want it to be a part of a conversation with some audience, whether that's friends or random folks on the web or clients who have hired me. In that respect, I've always been more of an illustrator/commercial artist.  Sometimes I'll feel guilty for not having big, deep things to say with my art, but at the end of the day, that's just not me. Mostly, though, like I say, I'm a Sunday painter.  It's something I do for kicks.  I would want to go back to school and really work on pushing my illustration before I made a jump to full-time artist, and even then, I'm a little afraid of turning my hobby into a career. There's that chance that it'll be the best job ever because you're doing what you love, but there's also that fear of taking something you love and killing it with the reality of the daily grind. I suppose the truth of it is probably somewhere in between those two scenarios—like any job, there would be fun projects and dull moments. Part of the joy of my current setup, though, is the variety. I get to spend the day translating, which is also creative work that I enjoy doing, then hang that up and go paint at night.  I feel like if I cut one or the other out entirely, I'd miss it, and be more likely to get bored with whatever I was doing. Maybe some folks just aren't built for job monogamy?

Monsoon, 2009

As for Kamui?
It's a holdover from my high school years as a weeaboo, I suppose.  It's a Japanese name, but one you rarely hear on actual people.  It crops up in fictional characters and stage names.  The erudite excuse I give people when I'm feeling self-conscious is that kamui are a sort of animist deity in the traditional religious beliefs of the Ainu people (indigenous to Northern Japan). There are good kamui and bad kamui that inhabit the trees and the mountains and the fields, kamui that live in and protect individual homes, and so on. But the straight dope is that I read it as a name in a book somewhere and thought, "Gee, that sounds cool," and there it was.  I should be thankful, I suppose, that I didn't wind up as LacrosseDolphin1983 or MisterSparkles69 or any of the other sorts of painful names people come up with for screen names and logins.  I have very little attachment to the name at this point, but it seems silly to change it, after all these years.  My hope is that, whatever the shallow meaning that may have clung to the name when I chose it, now people associate it with me and my work. That it's become what a name should be—a symbol that points to an individual person: no more, no less.

Details from Lord Vennyson's Court (l), 2010 and Marbles (r), 2008

Speaking of LacrosseDolphin1983... How did you come to paint these subjects, to work in this genre specifically? Cartoons in the 80's were littered with fluffy-eared protagonists, but it wasn't till the internet and, sigh, Redwall that I first heard of 'a furry'.
Oh Brian Jacques, how many children must you corrupt before you are satisfied? I read my fair share as well, and gulped down the usual suspects from Disney as well (Robin Hood, The Great Mouse Detective, et al.), but I don't know that any of them "made me furry," really.  Made me open to the idea of it later on, certainly—by the time the internet and the fandom came into the picture, it was all familiar territory. I think my first exposure was the result of surfing the web for artists.  As previously admitted, I was very much into manga and the Japanese aesthetic back in high school, so I'd frequently surf around various Japanese artist's pages, and eventually that lead to broader image boards (back in the day when image boards weren't peppered with grotesque photos and image macros, which is how you know I'm old), and there, mixed in among the human fantasy art, was some furry stuff.  I found it intriguing for a lot of the same reasons I found the Japanese comic aesthetic intriguing—it was taking a medium I was familiar with (comics, on the one hand, and anthropomorphic animals on the other), but associated with content for children, and applying that lens to more mature, sophisticated themes. I'm not talking porn here, necessarily—I think it was a good bit more surfing before that started to crop up—just things that are relevant to adult life.  Adult relationships, that sort of thing.

NO On 8: Rings, 2008

That was also about the age when I was coming to question my sexual identity (haha, I was a late bloomer...). I grew up knowing zero gay people, and this was before topic exploded on the popular culture front, so I'd just assumed I was straight.  Eventually, the fact that girls did absolutely nothing for me got me questioning, and it was only at that point that I was like, "On the other hand, yeah, I actually think I totally could be into doing it with a guy."  There was no huge epiphany moment, just a steady building suspicion. I basically wound up gay by default. With that in mind, it's a pretty easy jump to see how a kid with questions about his sexuality who just happened to stumble upon a disproportionately gay male enclave on the totally anonymous internet who also happen to be extremely open and accepting could find that a comfortable spot.

Break Time, 2007

Ornamentation figures heavily in your work. The James Jean comparisons aren't a stretch. It's all incredibly confident, incredibly deliberate.
Haha, it wasn't always! And looking at my art heroes, especially the folks who work in ink, like Winsor McCay or Walt Kelly or Eisner or Bill Watterson, there's a ton of confidence left to earn (and skill to found it on left to acquire!). But I've always had a love of ornamentation.  It may all go back to an early fondness for the Art Nouveau movement, and the insanely detailed work of Mucha and his contemporaries.  Today, illustrators like James Jean and Sam Weber take a lot of inspiration from that period, and I take a lot of inspiration from their modernized version in turn.  This is quickly turning into me gushing about all the cool, real artists out there, but I do think it's healthy for every artist to have art heroes and things to aspire to.  I'd especially encourage the furry artists out there to make sure they're looking beyond the community for inspiration, otherwise there's a big risk of stagnation.  Just like I don't think there's anything about furry art that precludes it from also being "real" art, there's nothing about non-furry art that makes it less useful as a teaching tool to folks who want to pin ears and a tail to everything they do.

Cover for The Seventh Chakra, 2009

What is it about commercial design that attracts you? All of your pieces feature multiple elements that seem so perfectly assigned. Your cover for The Seventh Chakra, for instance.
Again, I think it goes back to art as a conversation.  When I'm working on a cover piece for a book, I want it to say, in the case of Chakra, "Hey, check out this cool thing I read. These two dudes' relationship explores an interesting duality, and there's mention of tantric religious philosophy, and it's a little trippy and a little violent and a lot of fun."  The more of that I can cram into an image, the more engaged I am in making it (which is why a lot of my cover stuff tends to be tragically busy tableau work...).  At its core, commercial art that doesn't communicate clearly to people is failed commercial art.  On the flip-side, I'll go to the MoMA and see a white painting on white canvas, and the only thing I can imagine the artist saying to me is, "Fuck you, man. You paid admission for this shit."  "High art" feels isolated and exclusionary to me.  It's as if the mark of a work's worth is how baffled it can leave the hoi polloi.  I don't know that I'd call myself a populist artist (I'm certainly drawing a subject matter that's only of prime interest to a small subculture), but it's at least material that people can understand and respond to.

Fire Breather, 2009

How much of an investment is a single painting? 
The time and energy question is a tough one, both because it varies greatly from piece to piece, and because I do lose track of time so easily when painting.  The majority of the pieces I post online are single-sitting paintings, so anywhere from three to eight hours?  Covers and other work for clients tends to take longer, obviously.  Maybe two to five sittings?  Granted, that works out to somewhere between six and forty hours, which is a huge spread...  But that's the ballpark, anyway.  I'm not the type who can crank out a compelling sketch in 2 minutes -- my sketches basically look like mud flung on a sheet of paper -- but I'm also not the type of person who can patiently work away at the same piece for hundreds of hours.  I get bored and distracted and it starts to feel like work.  Once the love affair is over, it becomes a matter of tying up loose ends to get it presentable as quickly as possible and getting it out the door.  Just how long the honeymoon lasts varies from image to image.


The Watcher, 2008How does this compare to your day job as a translator? I've always been curious about what gets lost in translatio--wait, what language was it again?

Japanese to English! That's what I went to school for, actually -- making me one of maybe two people I know who is currently using his undergraduate degree. I mostly work on video games.

Woah. How much editorial control do you exercise when localizing your average Japanese title?
I can't name titles because of contractual obligations, but if you're into games and play titles brought over from Japan (especially RPG-types), then you stand a decent chance of having played at least one of them by now. The amount of editorial control varies considerably by publisher, and by project. Sometimes you wind up with a rated-M, anything-goes script and a producer who's willing to go to the mat for you, and you can sneak in some pretty amazing material. Other times, it'll be a project with an established IP like your Marios or Disney characters, and the massive corporations behind them keep a stranglehold on the way they're represented. It's kind of a mixed bag.

Returning to your art, do you think you manage to get any of sort of message across to your more rabid fans?
First off, I can't really wrap my head around the idea of having "fans" to begin with.  Maybe that's because of the anonymous nature of the internet artist, or maybe I'm just harshing on my work like every other artist does, I'm not sure.  I hope that the folks who check out my work get something out of it.  Whether that's the same thing as I'm trying to put in, I couldn't say.  I think that lack of specificity is one of the nice parts about this form of conversation.  We're used to expressing ourselves unambiguously in language, but it can be fun and cathartic to paint something more open-ended and put it out there to see what sorts of responses it gets.  That said, I think the reason I tend to stick to representational work and shy away from heavy abstraction is because I am still working within a conversational model.  I've never been motivated to create art that only I could understand or react to.

Big, deep "ideas" aren't always genuine either. With your past work, what have you tried to explore?
At the very least, I always feel pretentious when I consciously try to make something "high brow."  A majority of my art heroes are illustrators and commercial artists as well, so that's informed my work.  I suppose that's a feedback loop—I like what I like, so I like the people who do that well, then seeing their work makes me want to make work like theirs...  "Theirs" in this case being people like JC Leyendecker, Norman Rockwell, N.C. Wyeth, or McClelland Barclay—folks who did covers for the Saturday Evening Post featuring little snapshots of American life.  I have plenty of other art-crushes on people with less wholesome, retro, or realistic styles, but they're definitely a big part of my DNA.  They painted around the idea that the everyday can be elevated to the status of the mythic, and that really resonates with me.  As a non-religious sort of guy, I feel like this life in this world is what it's all about.  Celebrating that by capturing fleeting moments, emotions, relationships, etc., putting them into a kind of universal, visual form, and sharing them with other people makes me happy. 

Doxie Brush, 2008

Wednesday
14Oct2009

Art Brute No. 3 / Seed

Art Brute is a recurring feature that asks artists of every calibre, every style, about their recent work.

A few days back, I posted an oddly hypnotizing video for Julian Lynch jam, "Seed." Directed by amateur filmmaker Amy Ruhl, and off of Lynch's debut LP, Orange You Glad (Olde English Spelling Bee), the video scored world-eroding fuzz to endless collages of hazy, 16mm geography. I inhaled it. Through an email conversation I learnt how Ruhl shackled "Seed" together and why the overhead projector is her favourite toy.

 

What kind of education prepares someone for the director's chair?
I haven't had much formal training. I spent about 2 and a half semesters in film school before dropping out and getting a degree in literature. I would say the time I spent [working] at the Library for the Performing Arts was probably the most significant training I've undergone. It's an antiquarian's paradise, all of the archival materials: marble-covered scrapbooks, film stills, stage dioramas, hand-tinted photographs, the act of preservation itself... Just having my eyes open [in] the three years spent working there gave me more inspiration for developing a personal aesthetic than, I believe, any film school could ever deliver.

Okay. Who contacted whom?
I approached Julian about doing a video the first time I heard his music.  I honestly never had that much interest in making music videos, but his songs reminded me so much of all the 60's psychadelia I'd been listening to for awhile—so blissed-out at times, melancholy at others—that I wanted to see if I could come up with images to match that tone.  I sent him some video excerpts of other work I had done and he was really complimentary and open to the idea.  From there I started corresponding with Todd Ledford (of Olde English Spelling Bee - SD); Julian and Todd let me have the freedom to come up with whatever I wanted. After I gave them a first draft they got involved in the revision process, but generally I was left to my own devices.

Parts seem to spiral down to infinity, others I'm just discovering. What was the process like?
The process began with a long, sometimes frustrating image search on various digital archives, looking for photographs that lend themselves to being cut up; interesting elements in the foreground that will stay, but also clear contrasts in shade that give me a path to follow while I'm cutting into it. I let the image itself tell me where things need to happen. With the stereoscopes, I always replaced the skyline with papers or covers of antique scrapbooks that I then animated to morph and bend based on color difference. I try to look for things within photographs that would have motion, had they been filmed instead, and then find or create moving footage to go in its place. I suppose the process is really about choosing what to preserve from the original that will maintain stillness, and then what I can dispose of to make the overall collage more cinematic.  I embellish from there, adding elements of texture or color I wish existed already in the image I started with.


Was it daunting to suddenly find yourself with this much responsibility?
Hmmm, well I was lucky in that I was given the chance to pick the song, and obviously a music video is only going to be as good as the music it accompanies. Julian's music has a cinematic quality to it already. The tempo, [that] hypnotic quality—the repetitions allow you to really conjure and develop visuals in your head that aren't fleeting. I chose "Seed" because the lyrics are sparse, and I didn't want to end up literalizing every word that was sung. That technique is pretty cheesy to me unless it's purposely overdone and laced with irony.  Instead, I approached it by latching onto the imagery he creates at the beginning of "Seed," but then departing from it when the song bends into just pure instrumentation.  I tried to pay my dues to what I felt the song 'looks' like, but then let myself indulge in a style that felt authentic and familiar to me. 

This feels analog in a way most videos aren't. What tools did you use?
I use an overhead projector a lot, it's sort of my favorite toy right now—to create shadows, oil light projections, or just to place transparent objects on and then photograph or film the projection with a digital still camera. I photograph and scan a lot of materials I find or make, sometimes painting them first or manipulating them in some way. What's usually most important is that I capture the texture. I find 16mm films—usually educational or industrial films—that have been digitized to cut into and shape in After Effects, where I do all the final collaging. 

How long did it take then?
Somehow, I finished the first draft in a week, working almost 12 hours a day on it. Kind of crazy, I guess.   I think I work much more aggressively when I have someone to answer to, rather than when it's just my own personal endeavors.  After I got asked to make some changes, I scrapped all of the original stereoscope collages except for one and made new ones, which took another week.  More specifically, the collages can take around two days to produce 30-40 seconds [of content] when I'm not in total high-speed mode.

 
Looking back, did you think it'd be this much work?

I definitely found "Seed" more challenging than my other projects. I realized when making this music video that it is much, much easier for me to pick images and know where I'm going with them when it's guided by narrative. I suppose I could have tried to create some sort of story for "Seed," but for me personally, I just feel like there's not enough time within the duration of the song to really develop anything that would not reek of lameness. I got a minute into the song, already sort of exhausted, and realized there was still a monstrous (but lovely), three and a half minute long jam session left to work with. I felt as if I was sort of just creating pure aesthetic, which was difficult for me because, well, I'm pretentious. Everything else I've worked on has taken feminist-themed narratives, deriving a style and form from there. With the music video, I could go anywhere, which is a scary feeling for me.

What did Julian say about the finished product?
It seems like he really dug the final version. All of our correspondence was via email, so it's kind of hard to tell. But given he used some exclamation points and all caps in his response, he seemed pretty excited.

Tuesday
06Oct2009

Art Brute No. 2 / Yellow Cake

Art Brute is a recurring feature that asks artists of every calibre, every style, about their recent work.

Award-winning animator Nick Cross (Spumco, Nickelodeon, New Line Entertainment) just released 'Yellow Cake,' a gorgeously rendered parable on escalation and terror and fluffy animals. After stumbling onto the short and being completely charmed by its conceit, I was compelled to contact the Ottawa native (through Vimeo, of all places) and press him on its creation.


You began this project back in 2006. How much work went into animating Yellow Cake?
Animation is by its very nature, a lot of work.  I work in Flash in order to speed up my production but it is still very time-consuming.  About halfway through the production, I invested in a Cintiq tablet which enabled me to draw and animate directly in Flash.  That sped me up a lot. I also painted all of the backgrounds in Photoshop as opposed to painting them traditionally. But still, to give you a bit of an idea, there was an average of 8-12 drawings for every second of animation, and the film was just over 8 minutes in length (SD: that's over 4800 drawings).  Also, there were over 150 individual scenes in the film each requiring its own background.  Each background took anywhere from 1-6 hours to paint.  And that doesn't take into consideration the writing, editing, sound design etc.   It's a lot of labour, but it's a labour of love.

How did the challenges of Yellow Cake differ from your previous short, The Waif of Persephone?
I don't really make enough from the production of these short films to be able to do them full-time, so the main challenges were in finding the time to work on it in between my commercial jobs.  So, even though the film has technically been in production for almost three years, a large chunk of that time I didn't work on it at all.  I was so busy with paying work that I didn't get a chance to work on it at all in 2008.  This was basically the same problem I had with the production The Waif of Persephone.

Still from Yellow Cake, 2009

What compelled you to use adorable characters to explore Bush-era fears?
I thought of it sort of like a fable, using cute animals to tell a story more universality.  It's like adding some sugar to make the medicine taste better, something like that anyway.  The idea for the film came to me in 2003, around the time of the build-up to the war in Iraq.  There was a lot of talk about 'yellow cake' uranium being sold in ominous tones, but I always thought of yellow cake as being a delicious dessert treat.  I thought that the contrast was really funny and that got my creative juices flowing.  I always enjoy the idea of blending cute things with something horrible; it's just such an extreme contrast that I can't resist going back to that well over-and-over again.

Without spoiling too much, why did you choose to end the short the way it did?
It was an attempt to put a final twist of reality, albeit in a slightly surreal way.  A lot of the choices I make, story-wise are pretty much instinctual.  I don't follow any sort of formula or framework with my story process. It just felt like the right way to end it - combining a joke with a bit of social commentary.  I wasn't directly intending it to be an indictment of the audience, but it definitely can serve that purpose.  

Now that this mammoth project's done, how do you plan on relaxing?
Ha, doing this stuff is how I relax.  My next film is going to be even bigger I think... I've already started on it. There's no rest for the wicked.

Still from Yellow Cake, 2009

Monday
05Oct2009

Les Toil, Plump Revivalist

Hip deep in a 1950s aesthetic drunk on smooth contours and polished palettes is the art of Brian Clarke, an illustrator whose lines informed much of the late '90s to the early Naughts. With a body of work that includes images for the Washington Post and Diesel Clothing, indoctrinating countless Junior High pop-punks with his iconic album art for Fat Wreck's long-runnning parody, Fat Music for Fat People ('sup grade 9?), and finishing a graphic novel written by director/screenwriter Adam Rifkin (Detroit Rock City), you'd be forgiven for thinking the 46 year-old Bay Area illustrator would choose to rest on his laurels.

Not a chance. Under the psuedonum of Les Toil, Clarke has devoted all his free time to his Toil Girls, an internationally renowned project focused exclusively on redefining average women—from overweight housewives to plus-size adult stars—into commanding plump pin-ups that echo the bawdy work of Vargas, Petty, and Coop.

Toil took a break from his piling commissions, discussing via email just why he prefers his art XL.

 

What do you find so appealing about the plump female form?
The full robustness of a larger woman. When a woman has extra pounds on her, where does she begin showing that extra weight? In her thighs, her breasts, her hips, her waist, her buttocks. What are the body parts that are distinctly female? Her breasts, thighs, hips, and buttocks. I guess that’s why I’ve always been amazed to see so many so-called heterosexual men go ga-ga over rail-thin women. Those feminine body parts are the first things to disappear when a woman shrinks herself to super-model proportions. I want a shapely goddess, not a school boy.

What sort of training prepared you for this?
I guess I began to aesthetically educate myself by tracing the covers of comic books. I started off tracing over cartoony-type comic book covers like Bugs Bunny and Dennis the Menace. And then I “graduated” to more realistic material such as super-heroes. I particularly loved Marvel Comics and the artists that drew Captain America, Fantastic Four, Spider-Man.

I took as many art classes as I was allowed to take in high school, and from there I ended up in art school where I guess the formal training began. I attended the California College of Arts & Crafts in Oakland and graduated from the San Francisco Academy of Art as an Commercial Illustration major.

What inspired you to start taking commissions, to create the Toil Girls project?
Way back in the mid to late 1990s, I wanted to impress this particular lovely plus-size model I came upon online with my art skills. I did her portrait in a classic pin-up style and she apparently enjoyed it so much she wanted to show her online friends, many of which were also big girls. A few of them offered to pay me to do their portrait and I ended up creating as many portraits as I could between my commercial art assignments (at the time I was paying my bills by taking on such commercial art assignments as illustrating magazine articles, book covers, box art for action figures, production art for movies, tons of CD covers for bands, concert posters, etc.).

I also began doing plus-size pin-up art for a popular sexy website at that time (circa 1997) called Billy Bob’s Cyber Shack. It wasn’t an x-rated site as much as it was a place where attractive big women could feel like pin-up queens just like their thin counterparts and display photos of themselves in saucy clothes. Billy Bob started a 'Big Beautiful Babe of The Month' feature on his site and the lovely lady chosen for that month would have her portrait drawn by me. I suppose that site was where my national exposure began. That exposure was definitely on a small select fringe level catering to us guys that go crazy over plus-size women, but I soon discovered that that crowd held impressive numbers not only nation wide but across the world. By the time Billy Bob’s site came to a gradual demise, I was getting quite a few more email inquiries from women interested in having their portraits done in that classic cheesecake pin-up style.

After I created my first website/pin-up gallery, there seemed to be an interest of sorts in being in that gallery. The term 'Toil Girl' was something I naturally had to steal from pin-up master George Petty and his Petty Girls as well as from Alberto Vargas and his Vargas Girls. Nothing original about the term Toil Girl but it turned into a title that held a measure of status among some BBW. I’d like to think the attitude of becoming a Toil Girl is as fun as my approach to creating their portraits. I take tremendous pleasure in collaborating with the client during the creative process, as the concept of each portrait typically comes from the client herself. If they don’t have a clue of where to begin, I’ll have them send me a quick little write-up about their likes and interests and that usually proves to be the impetus I can draw from. The part of the process I take seriously is my ability to render their likeness as true and as beautifully as I can, and to convey their spirit as best as I can based upon my exchange with them and the personal information they’ve given. I realized this was something I wouldn’t mind doing for a long time. 

Your pin-ups are stylistically different from the rest of your illustration work. How do you approach a Toil Girl?
I think I approach my Toil Assignments the same as my other art jobs. I strive for perfection. As corny as it may sound, I draw upon the spirit and dilligence of the pin-up masters the same way I try to channel the enthusiasm of all the other past artists I worship. Something that I know many artists do is, they’ll monitor how their art is progressing and they’ll ask themselves, is this painting as good as a Maxfield Parrish? Would Jack Kirby be satisfied with how this composition is developing? I do the same thing with pretty much anything I commit to paper.

But you also mentioned style. I used to render my art with traditional oil paint like many commercial artists of the past but that proved to be too expensive and way too time-consuming during this turbulent economy, so pen and ink and digital coloring is mainly how I do my art. If time allows, I’ll do an assignment with paint and canvas. But yes, my style is definitely different now than it was, say, ten years ago, mainly due to the medium I’m working with now.

There's a 50s aesthetic that works wonderfully with both your pin-ups and your more serious illustration. How did you develop this style?
By mimicking the work of the great artists of the golden era of illustration. Of course, in my feeble attempt to achieve what they’ve achieved, what comes forth is my own distinct style, and I guess that’s not ultra modern.

But larger women are almost exclusively rendered as anachronisms. What is it about past time periods that work so well to define them?
Hmmmm....I don’t really know. Personally, I always think big girls are a great subject matter for goddess art due to their mammoth proportions and larger-than-life stature. But there’s no denying they just fit well in the Bettie Page and Rockabilly genre of art and photography.

Are there any particular women you've wanted to render?
That’s a tough one to answer because if you’re referring to well-known women, then I’d have to say no. There’s just not that many plus-size celebs that don’t hate their bodies, and the full-figured ones that don’t hate their bodies know it’s practically career suicide to stand up against a fat-hating society and entertainment industry. And I’d be afraid to approach most fat celebrities because by the time I would've created their portrait they might be sporting their latest NutraSlim body and want nothing to do with a full-figured image of themselves.

Everyone always tells me I need to get in touch with comedienne Mo'Nique about doing her portrait. I’ve admired most of the work she’s done in the entertainment field. There’s that new movie, Precious (2009), where Mo'Nique plays the mother of a large teen who has a destroyed sense of self-worth. From what I’ve seen, its pretty powerful and, interestingly enough, Mo'Nique’s character looks as if she’s the one mainly responsible for the erosion of her daughter’s character. It seems like the kind of role that was either difficult for Mo'Nique to play, or really easy. As an icon of large pride, I’m sure she’s endured quite a bit or rough terrain throughout her life. I’m assuming she’ll soon be recognized as a dramatic acting force to be reckoned with. Let’s just hope she won’t be thirty pounds lighter when she goes onstage to receive her Oscar.

Side projects tend towards catharsis. Is there a specific enjoyment you derive from the Toil Girls?
Most artist wants to believe his or her art transcends from being just a pretty image on a canvas or from being just an attractively-shaped piece of clay. They want to believe their work has made a positive and definite difference to the world. Aside from the narcissistic urge to have my art seen by as many people as possible, I can’t help but to look at the legacy of such people as Martin Luther King, John Muir, and Ghandi that wanted to make the earth a better place for all, and attempt in even the smallest way to make the inhabitants of this planet smile or think in positive terms about those that they may have once ridiculed. And there’s also that strong interest to continue the tradition of a fantastic art form, but to do so in a more open-minded way that no longer restricts the subject matter to one particular size, shape, color or age. But in all honesty, I really, really, just like drawing big, sexy women.

You've collaborated with screenwriter/director Adam Rifkin on a variety of film and TV projects...
In all of his movies, Adam has to include the Blump’s lady. She’s like the Betty Crocker of Blump’s Foods, and often he’ll have me do a new ad or two for each movie. He asked me to design a Blump’s Burgers fast food restaurant for his movie Detroit Rock City (1999). With his TV projects, he’s had me create elaborate illustrations to help sell a project to certain major TV companies. I had great fun doing these cheesy horror movie posters that were used in the background on a children’s show Adam helped to create called Bone Chillers (1996) for ABC TV. Some of the mock movie posters were 'Zombo the Killer Clown,' 'Eyeballs The Robot Meets The Ghoul' (Eyeballs later became one of the four protagonists in our graphic novel Shmobots). Oh, and 'Mummies From Venus.'

How did you begin working with Adam Rifkin, especially on the booze downing Shmobots (Boom Studios)?
Adam had seen an illustration I did for the cover of a movie-appreciation magazine called Film Threat. It was back in 1986 during the ‘zine era when angry young men and women took on the big industries and satirized them in print.

I did this elaborate painting of singer Karen Carpenter feeding her dinner plate to her dog (she died of anorexia). It was a harsh bit of parody that I’m not necessarilly proud of, but it caught the young screenwriter Adam’s attention and he contacted me through the publisher, Chris Gore, about doing a bunch of crazy art for his movie The Dark Backward (1991). He had me create about sixty pieces of art for a fake food company in the future called Blump’s. I still to this day get emails from fans of The Dark Backward asking if I’m the Blump’s artist.

It’s an extremely twisted and great movie. Interestingly enough, there’s an orgy scene featuring two massive porn actresses weighing about 350 pounds each. There’s another movie Adam wrote and directed called Denial (1998) where he, himself, played an 'FA' or Fat Admirer, so I can’t help but  entertain the idea that there’s some part of Adam that may appreciated the female form at its fullest!

And hey, Rob Lowe, Wayne Newton, James Caan and Judd Nelson are the stars of The Dark Backward! Those actors will either never forget their participation in that film or they’re trying their best to forget their participation in it! But yes, I’ve been working with Adam in one capacity or another in many of his cinematic projects since then. So now it’s graphic novels. I guess it was inevitable he’d send a couple of his screenplays and ask me to turn them into illustrated books.

With so much keeping you busy, is there a project you'd kill to work on?
I would love to just paint again. Paint whatever I want and not have to worry about deadlines and how appetizing the product I’m hired to illustrate is. As much as I love creating Toil portraits, there’s still that great effort to make sure the woman in the art looks like the woman who hired me—or at least render her in a way that satisfies her. It’s fun work but often I dream of just getting out the old oil paints and painting whatever’s in my head at that time and answering to no one. No doubt we all have that dream, don’t we?

Will you ever retire the pen to focus on other projects—magazines, film—or is it larger ladies for life?
Hopefully for life! I enjoy this way too much. Even if people lose their taste for my big girl art or a more talented artist blows me out of the water I’ll definitely continue having a great time rendering the ample female figure. The “rush” I get from reading a testimonial from a Toil Girl client about how her portrait sincerely touched her and made a positive addition to her life is a feeling I’ll want to know for as long as I can.

Pot smoking robots or plush women?
Definitely the women. Robots are typically void of curves.

Sunday
04Oct2009

Grey Region Comics (1987-2009) (Updated)

My favourite comics store has shut down. Any use of the #infinitebummer hashtag would be the understatement of the century.

A Sunday ritual, I dropped by Grey Region around 4pm to peruse the usual racks. But instead, I strolled into a crowd gutting the store. Most of the shelves were already naked, their contents quickly shoved over a cliff face of boxes. A U-Haul (how did I miss that?) idled outside the garage door entrance. With me was my friend and fellow Grey Region shopper Sheena Goodyear, who asked one of the staffers, the only familiar face amid all the activity, what was happening, desperately trying to curb our panic-stricken thoughts.

"It's over," he sighed, his shoulders sliding down the emergency hatches of a sinking face. "The rent [on Yonge] is killing us."

I pressed him about the future of the store—were they relocating? Attempting to recoup losses with a fire sale? No and, oddly, no. Emphasizing the suddeness of the closure, he mumbled on about having no idea what the future held for Grey Region, vaguely admitting that they knew it could come to this, for months. Months.

He continued packing.

Originally opening its doors at 226 Queen West, Grey Region grew to include three other stores across Toronto as a response to the comics boom of the late 80s. But the following decade proved brutal for the entire industry, resulting in all but one of its stores shutting down. In 1995, the last Grey Region of Toronto soldiered on it its final location at 550 Yonge. Along with stocking comics, toys, and tabletop gaming supplies, the store was also an internet cafe that offered the cheapest rates imaginable ($0.99/hr. Srsly). As an unemployed journo trolling classifieds over the summer, Grey Region was home—a spot to browse Charles Burns' Black Hole (Kitchen Sink/Fantagraphics) and track down a job, all while WoW addicts politely slayed evil. They even sold at U.S. cover prices, and were just as ready to make a deal as they were to debate the UDHR, or as in one harrowing incident where I was too high to function, corner me to rave about Alan Moore's Swamp Thing (DC). Fond memories, that.

Though located across the street from rivals One Million Comix, Grey Region set itself apart as a rarity of niche stores: the staffers were warm, inviting, and fans of the highest order. There just wasn't any place for the superiority complexes and thinly-veiled lechery that dogged other comic shops. Comic Book Guy never existed.

Goodyear even remarked how "[she] never once felt uncomfortable being a girl in that store."

It's rare to find comic book stores that regarded their customers as highly as Grey Region did. And it was that service, the acknowledgement that I was a peer, not an Evan Dorkin parody, that earned my loyalty.

Grey Region didn't have the flash of Toronto's sequential art darling, Silver Snail, and yes, I avoided the basement whenever possible, but any strike against it was simple nit-picking. The store was mine. I bought my entire runs of Hellboy (Dark Horse) and Scott Pilgrim (Oni) there. My love for single issues reignited there. I remember discovering Bottomless Belly Button (Fantagraphics) as the owner drove tight circuits around the narrow store, his kids buckled in their twin strollers. A small LCD had Wall-E on repeat. Their favourite babysitter, I was told.

As we sheepishly left the store, I tried to wrangle more out of the same staffer I grew to know over the last year, but his look of defeat said enough.

"Time to find a real job," he said, returning to the shelves.