The creation process
I thought some people might like to know how I go about making my comics. I'll step you through everything which went into creating Unity #37.
Writing
In a story-driven comic, it's important to have at least some idea of the dialog. Much of the time I spend on Unity is coming up with ideas for storylines. These usually come to me in the darndest of places, like:




Rough layout
The next step is to lay the strips out. First I load up my handy comic template, which looks like this:
![A blank page, sorta []](process/template.png)

So anyway, this is where the dialog starts to really come together. I like to lay out the dialog for a few strips at once (usually a week's worth at once but sometimes I do a few weeks' worth, if something's involved enough). As I lay it out I also do some minor editing to make it fit and flow better.

Next, I lay out the rough bubbles. The two "bubble" layers are set with a couple of effects: a black stroke, and a drop shadow, and their opacity is set to 85%. (Sometimes I tweak this later as appropriate but usually I leave them like this.) Rather than draw the outline and fill it in, I just do an ellipse selection and fill it with the bubble color (almost always white), and so then we get something like:

Two layers are usually enough, though in a few comics I'll add a third layer if there's something particularly complicated going on (such as Juni's internal dialog running in parallel to a background conversation).
Drawing
Now I'm ready to start drawing. Because I suck at freehand art and suck marginally less with some sort of rough guideline, I like to do a rough sketch. Sometimes I go through lots of iterations.

Anyway, now I know where the characters' heads and extents are, so I draw the panel dividers. Now it's time to complete the bubbles. For this I make a lot of use of complex selection stuff; I get a rough idea of the size and shape and select an ellipse, then I carve it up using the select tool's subtraction mode. Then I fill it in, and then use "free transform" mode to position and contour it as I like.


Now the hard part
This is the fiddly bit which usually ends up making me curse at how crappy an artist I am. First I ink the foreground (and iteratively work on the underlying sketch as well)


Of course, my comics are usually very color-heavy, and a lot of that is because I have a favorite way to quickly fill in large gobs of color: I use the magic wand tool to select large swatches with the same colors, then expand the selection by 3 pixels:


Next I repeat the rough process with the background (turning off the foreground layer so the magic wand tool selects everything, in case I decide I want to tweak foreground elements):

Now is time for the color check. I turn all the layers on, and see where there's obvious spots of missing color:


Along the way I will often create separate layers for transparency and light effects; for example, in this comic, there's a "glass" layer for Juni's glass (set to 50% opacity and multiply, between the ink and paint layers for the foreground), and in several other comics there's one or more "light bloom" layers where I'll select an area of ultra-bright light, fill it in, then feather the selection, intersect the selection with the panel, and fill that in as well. That's how I get the subtle (and probably unnoticeable) haze effects from outdoor light trickling in.
Anyway, at this point I just turn on all the layers and check everything out, then save it out for the web and find out that, once again, everything looks like crap since I draw it nearly 3x as large as it gets displayed in the end. Someday I'll learn to make faces which can reduce better. And then, finally, we have a comic,

Publication
Like most of my sites (aside from my professional portfolio, which is hand-edited), I manage this one with Movable Type. MT isn't really geared towards this purpose (it's primarily a weblogging platform) but I've come up with various templating tricks to really push its capabilities. One of the things that this buys me for free is the ability to make individual comics with as much or as little as I want (extended text, for example), and also its category system combined with cheap stylesheet tricks makes it easy for me to deal with multiple types of content. For example, MT doesn't see any difference between a news box entry, a meta-information document (like this one), or a comic. I also make use of the ability to assign multiple categories for every entry:

This system isn't perfect, but it works better than any of the other off-the-shelf systems I've seen, and I really didn't feel like writing my own content-management system.
The other piece of the puzzle in terms of publishing is the automatic updates. To that end, I set the comic's "Authored On" date to when I want it to appear on the site, and every instance of an entry display or link in my templates includes a little template module which wraps it up in PHP to make it only display when that happens. As a result, if you try going to a future comic's daily page, you'll just see a blank page.
Someday I may release my template suite so other people can use MT as a comic-publishing platform, though I'm always working out kinks in it myself.
After publication
Usually I obsessively pore over my buffer of upcoming strips and realize that there are some major problems with an upcoming comic. In the case of this one, I realized that the composition of foreground and background didn't quite work in the first panel, and so after finishing this tutorial but before the posting of the comic I went back and fixed it. This is why it's so vital to keep the different elements on different layers, as it minimizes the amount that I need to redraw and recolor in the end.
And that's how I make a comic.






Comments
Also, have you ever tried coloring it via channels? It eliminates the need for a lot of the layers. Coloring it is simple as you just work from back to front, HOWEVER it might not mesh well with the whole drawing the foreground and background as seperate elements thing.
Anyhoo, thanks for posting this. I am a sucker for seeing how other people make things.
I've never actually managed to wrap my head around Photoshop's channels. Strange, I know. But I don't like working back to front, either. Anyway, coloring backgrounds doesn't take very long. I think most of the time in the comic is drawing and coloring the foreground, except in outdoor scenes where the background takes hella long thanks to my ill-advised choice of making the thing happen inside a dang interstellar ark.
-bill
PS Also,
<- that is probably true.
I actually bought this thing, a java application, but it runs a bit slow.
(on xp, that is, don't know about osx)
It's actually a pretty nice little program, I may use it more in the future.. if only I could speed it up a bit..
C
http://www.smithandtinkers.com/balloonist/
Plus, I somehow doubt it'd integrate nicely into my layering setup with the drop shadows and particular stroke widths and so on, and any external app will of course have the problem of not having continuous feedback and refinement between art layout and panel layout (I don't actually do it in a strictly linear fashion like in the document above; usually I end up moving things around and so on and I don't actually draw the balloons until the very end now).