Showing posts with label manga. Show all posts
Showing posts with label manga. Show all posts

Sunday, December 16, 2007

井上雄彦NY现场壁画

之前犹豫要不要买他那本water画集的,看到这个后决定还是买!!本尊长的很阳刚啊,和slam dunk里的热血男儿一个模样。

转载转载,原新闻来自Anime news network,翻译by南方动漫网。

井上雄彦献给纽约漫迷惊喜!黑板画后水墨画!














继2004年创下“连续24间高中教室黑板漫画”的空前创举之后,知名漫画家井上雄彦在16日飞抵美国纽约,受邀在全新开募的纪伊国书店花了3天时间亲笔绘制了三幅《浪人剑客 Vagabond》巨幅水墨壁画!

这是来自《Anime News Network》的新闻。日本知名连锁书店纪伊国书店为了庆祝座落于美国纽约Bryant Park的纽约市旗舰店将于19日开幕,特地邀请国际知名漫画家井上雄彦为店内2楼空间的3面墙上作画。其实,会邀请井上老师前去共同开幕还有另外两个原因:第一个,是正在北美发行的《周刊少年Jump》漫画杂志官方英文版确定将以全彩+二色印刷的方式于12月开始连载《灌篮高手》英文版,第二个原因,则是北美知名漫画代理商Viz宣布将在2008年7月正式发行《REAL》英文版漫画单行本。

这三幅水墨壁画,总计花了井上老师3天时间完成,并且顺利在19日的纪伊国书店-纽约市旗舰店开幕式典礼中正式公开。想观赏其他更多照片请参考《Anime News Network》新闻。除此之外,井上老师也愉快接受记者专访。

专访重点摘录如下:

1. 虽然《灌篮高手》表面上是个篮球漫画,但井上雄彦真正要传达的是一个人如何藉由参与某项运动而从中获得体验与成长。

2. 井上雄彦高中时期参加过篮球校队,但自嘲球技并没有很好。即使《灌篮高手》连载完结之后,他的球技还是没有多大进步(笑)

3. 提到日本首位进军NBA的职业球员田卧勇太,井上雄彦对他充满尊敬与敬佩之意。

4. 决定推出纯黑白色调的浪人剑客画集《墨》,井上雄彦认为跟今日主流的彩色画集相较之下,《浪人剑客》惯用的技法使他更能够完美诠释每张画稿。所以井上雄彦才会在推出彩色画集《WATER》之后,坚持一定要推出这本黑白画集。

5. 井上雄彦是应坂口博信之邀而对XBox360最新游戏《Lost Odyssey 失落的奥德赛》进行游戏人物设计。

在受访的最后,井上雄彦表示“当你画漫画的时候,你总是必须坐在桌前一个劲儿地作画,更何况我已经持续这样好多年了。而这里(书店的墙壁)则是给予我一个前所未有的作画环境,瞧、一个超大画布!这样的变化有助于刺激我诸多灵感,而且这些新灵感将能够在我打算进行下一部新作品时派上用场。大师的一举手一投足,满是风采。住在New York的朋友们可别忘了前往那家位于Bryant Park的旗舰店、亲眼目睹大师画作啊!

Saturday, April 21, 2007

咎井淳 (Jo Chen)

很早前就接触了这个漫画家,曾误认为是个韩国人,后来又误认是日本人,原来是台湾同胞。看了半天“他”的作品发现,啊??原来是“她”!标准一个美女画家。这一连串的误会大了,不仅仅是我个人这么认为。这也算是偏见吧,谁说好的漫画家就一定要在日本了,又谁说画少年漫的都是男的了!初识咎井淳大概是高中,很欣赏她网站上贴的几张铅笔素描,洗炼的笔法让人觉得执笔的定是个性格分明的人,筋骨突兀,画的相当流畅且有力道。后来有这么一两年没关心过这个人了,最近看到新动向,似乎她在美国市场也打下个小天空,开始兼职画插画。像Buffy the vampire, Runaways几部有名的卡通杂志都是她负责画的扉页,最有名的是Fable游戏的封面设计,算是她在美国观众中的立名之作。Sherry看到后惊讶不已,继而愤愤不平说“NND,Fable是她设计的!”。愤愤不平有几个原因:性别误解,当意识到作者是和自己一般的女性时有强烈的反差和挫败感;再来,对于一个亚洲人单枪打入欧美市场觉得是很了不起的成就;又,问及咎井淳芳邻,和我们是同一辈的,绝倒!敢问你现在在做什么,人家在做什么,画功上的差距需要多少光阴填补??

黑白画来说印象最深的就是她的透视,很不寻常的取镜角度。牛逼的漫画家最喜欢画超难度的死角,标新立异的同时毫不掩饰的向你炫耀“怎样,你画不出来吧?”。采访中她说,她也没怎么练习,透视是天分,这更让人受刺激!

贴些资料和图上来。



笔名:咎井淳
外号:G.P、饭桶
籍贯:浙江省诸暨县
学历:复兴商工毕业,目前在NORTHERN VIRGINIA COMMUNITY COLLEGE学习正统美术。
生日:7月4日
星座:巨蟹座
血型:容易紧张的A型
个性:少根筋、冒失、一着急就开始胡言乱语、乐天,但有时会为无聊的芝麻小事钻牛角尖、容易想入非非、喜欢倒胃口的话题
嗜好:听摇滚乐、弹吉他、看电影。
如何进入漫画界:同人志
首次发表处女作:《无聊剧场》、《维纳斯童话》(金星战记同人志)
最欣赏漫画家:安彦良和、多田由美
愿望:儿时想成为漫画家,现在想成为暴发户
最喜欢的运动:曾经喜欢篮球,现在偏好不动
最喜欢的音乐:CLASSIC ROCK(60-70年代)
最喜欢的歌星:NUNO BETTENCOURT
最欣赏的影星:艾尔柏西诺
影响最深的人:姐姐
最喜欢的颜色:黑、蓝
最喜欢的服饰:T-SHIRT、牛仔裤、靴子
主要作品:《镜子的另一边》

Links












专访漫画家咎井淳 (摘录自东立星少女1998七月号)

颓废风吹袭漫画界,跳槽到商业志的同人漫画家咎井淳,刚出版的首作《镜子的另一边》,也采取颓废风,内容描述一对在纽约黑街相遇的落魄情侣,同病相怜的故事,画风充满冷冽的色彩。

亲眼见到咎井淳时,觉得她和这种超酷的风格完全不上线。长发及腰、身上还穿着件超人T恤的她,话匣子一开,遍劈哩叭啦的停不了口,丝毫不见作品里阴沉的气氛。怎么想到这么严肃的题材呢?咎井淳自称是:"为赋新词强说愁',耍酷而已。"

从国小便开始画画的咎井淳,国中便混进同人界,二十三岁的她,还是同人社团"秘密结社"的正式社员。"其实,我以前都画打杀搞笑的少年漫画,最喜欢的是安彦良和的《金星战记》、《亚利安》,《钢弹》之类少年漫画,即使中学时上了女校,没有女同学要鸟我的作品,我还是爱画。"连她也没想到,日后她竟然会以冷冽画风发表商业志。

从同人创作者跃上商业志,有何不同呢? "专业画家有稿压,我曾边哭边赶稿,虽然赶出来后心里会很爽,毕竟还是不一样。"因此咎井淳建议同人志玩家:"要恶搞就要彻底,能玩的时候尽量玩!"虽然被爸爸骂虚荣,她还是从美国搭飞机回来举行签名会,移民已有五年的她,和漫迷们面对面时,紧张的连名字都签错了,让签名会拖拉了超长的时间。

想看看镜子的另一边有什么吗?咎井淳邀你来分享一个同人画家的成长。
星少女专访
文:张正颖

上午11点,咎井淳踏着轻快的脚步迈进编辑部,穿着一件简单的深色上衣、一件LEVIS牛仔裤,背着一个小背包,提着一个大画袋,一头长发随着她走路时特殊的节奏微微飞扬,大大的眼珠闪着点点亮晶晶的光芒,对于这次访问似乎相当的兴奋,这样的"咎井淳"形象和小编的想象中那个画风透明冷冽,空间感十足的"咎井淳",几乎无法作同一个人想象。但从她闪亮眼神中暗藏着的沉稳中,似乎又隐约看到了"镜子的另一边"的影子。


小编:"咎井淳",我一直觉得你的名字很特殊,有什么特殊的意义吗?
咎井淳:哈哈,这个名字是翻字典凑出来的!!因为当时我相当喜欢上条淳士,所以那个"淳"就是上条淳士的"淳";而"咎"这个字......我很喜欢它,觉得这个字很美;至于"井"嘛......,因为当时不知道"咎"、"淳"这两个字该怎么连接,于是我姐姐说"就用‘井'字连接吧!"这就是我的比明"咎井淳"的由来。


小编:刚开始我还以为"咎井淳"是个日本人。
咎井淳:变成很像日本人的名字;我也是史料未及的。(哈、哈)其实,我父母是有"仇日情结"的。因为受到父母的影响,小时候还曾经发生过一件很糗的事!有一次姐姐在买"贝露莎"的卡通原声带(......记得这部卡通吗?),我还跪在地上大声哀求姐姐"不要做汉奸!"(哈、哈)搞的整家店的顾客全都再看我们,好糗喔!


小编:你姐姐对你的影响很深?
咎井淳:对。我喜欢漫画、会入这一行,都是受她的影响。对我来说,姐姐就像是个"启蒙灯塔"一样。小时候,我们就常常拿着一大张白纸,我坐一边、姐姐坐一边,先设计出几个人物;姐姐会先就其中几个角色安排他们之间的剧情、发展、对话,之后便轮我安排我手上角色的剧情、发展、对话,有点像"纸上即兴创作",这也是我创作的起源。


小编:姐姐是你的漫画导师?
咎井淳:其实不仅只漫画、连在生活上都受她的影响很深。今天能有这样的"咎井淳"她也是最大功臣。我和姐姐之间就像"光与影"(当然,我是影。)无论画漫画、买日本漫画杂志、加入同人志社团......,姐姐总是站在我的面前,为我披荆斩棘的开出一条光明大道。我认为,在创作的摸索过程中是需要被鼓励的,不能对一个初出的创作者太严苛,对我而言,姐姐就扮演了这样的角色,在我年纪小、绘画技巧还不好的时候,她总是一直在旁边鼓励我;让我有信心走到今天的地步。


小编:你现在的画风色彩相当类似多田由美,受她的影响很重?
咎井淳:嗯......我是个很容易受环境影响的人,喜欢的作品风格会很容易的表现在自己的作品里。国小的时候很喜欢安彦良和(金星战记、亚利安等等),当时的绘画风格就很"安彦",很少年;长大一点之后,因为姐姐的关系也喜欢上条淳士,大概有一年的时间,我的画风都受到他的影响,大约在同人志时代,当时读者还认为我的作品"线条很流利,可是人好丑!"!之后,又从ASUKA杂志上发现了多田由美,让我大为惊艳!!现在的作品视角、取景风格,受她的作品影响相当大。


小编:你创作的灵感从哪里来?
咎井淳:梦。(小编呈现呆滞状)真的!我觉得梦是属于每个人最独一无二的东西,在我的床边有一本"梦笔记",记录我作过的梦境,我的很多短篇的作品都是由我的梦境发展出来的。


小编:你的作品分镜相当流畅、空间透视相当立体,一般所谓的少女漫画风格中算是相当特殊,在这方面是特别受了谁的启发吗?
咎井淳:我的空间透视是一种直觉上的天份,并没有特别学习。但是以后会学习一些摄影方法,让自己的透视感更好。至于分镜方面......应该是受到电影的影响吧!


小编:你喜欢什么样的电影?
咎井淳:我喜欢充满异色、潮湿、古老气息、仿佛颓圮的街头死角般的电影。像"龙族战神"(李国豪主演)、the city of lost children等等。或者是黑色幽默的电影,像昆汀塔伦堤诺"黑色追缉令"或卢贝松的电影我都很喜欢。


小编:你喜欢的电影和你的作品感觉很像。
咎井淳:我很容易受环境影响。(哈)现在在美国我每天不是画漫画、看电影、就是看影集。有两个影集是我必看的:X档案和NYPD.blue。(此时小编的眼睛突然亮了起来,两个人开始讨论X档案的剧情,访问因此中断。)


小编:(咳、咳!)嗯......你喜欢的创作类型是什么?
咎井淳:我觉得一个创作者应该尝试不同类型的创作题材,再从中发现最适合自己的类型。像我之前比较擅长幽默搞笑的作品,在"龙少年"上的短篇"森林奇谭"就是一部那样的创作;或者是人生历炼还没到一个阶段,对于情感戏就完全不行,这篇"镜子的另一边"是我第一次尝试这样类型的作品。

小编:你当初创作这篇故事的动机是什么?为什么要叫这个名字?
咎井淳:这其实是我和表妹一同讨论出来的东西。因为之前大部分只画短篇作品,这是第一次尝试长篇的东西。或许是现在我的生活环境的文化冲突的影响吧,让我开始思考有关"认知"与"存在"的问题,所以才有这一篇作品。由"镜子的另一边"这个篇名就代表了这篇作品的主旨。我希望藉由一个性格晦暗的男主角,面对事情的态度,来讨论人类思想的价值观念。"幸"与"不幸"是一体两面,而镜子代表了所见世界的藩篱,一种人类价值观的认知。人的命运往往是自己造成的,遭遇事情的时候,男主角往往只看到"不幸"的那一面,并没有发现,只要跨过那面"镜子"
又能发现另一个世界。


小编:最后,和所有的读者说句话吧!
咎井淳:这篇"镜子的另一边"是我第一次尝试的类型,很多不成熟的地方希望大家多多包含,多多给予我鼓励,我会继续磨练画技、多多充实,会创作更好的作品让大家欣赏,请大家拭目以待!











Sketching a Fable - The Jo Chen Interview(Original article here)
Written By: Jewels
Posted: 05/25/2004
Photography: Photograph courtesy of Jo Chen, Box Art by Jo Chen and courtesy of Microsoft Game Studios



One of the most up-and-coming Manga and comic-book artists in the U.S. is Jo Chen. More recently known for her Racer X comic-series work, Jo had the opportunity to work on the packaging art for the highly anticipated Xbox game Fable, due out this summer. From publisher Microsoft Game Studios and developer Big Blue Box, Fable is one of the most hyped and long-awaited video game releases of 2004. The promotion story for the game states: “Fable is a ground-breaking role-playing adventure game from Peter Molyneux, in which your every action determines your skills, appearance, and reputation. Create your life story from childhood to death. Grow from an inexperienced adolescent into the most powerful being in the world. Choose the path of righteousness or dedicate your life to evil….” JIVE Magazine had the chance to discuss the new game’s box-art development with Jo and share how it differs creatively from any other type of comic-art project. You can find out more about Jo Chen and browse her galleries at www.jo-chen.com.

When did you first learn about the game Fable and how did the package-art project come about?

Todd Elhart of Hubris Studios contacted me in the spring of 2003 and pitched the idea. We had a couple of initial telephone conversations in which he described the game and what he had in mind for me. At first, he only wanted me to illustrate the packaging. But as the scope of the project expanded and became clearer, they asked me to do an Xbox Fable magazine cover and some promotional stuff like point-of-purchase art and in-store stand-ups. They even asked me to work with the British developers on the menu guts for the game itself, but that was too much for me to accept given my other commitments to D.C. and Marvel for cover work.

How did you develop your first ideas for the artwork? Were you given a prototype of the game to play or something else like storyboards? Also, how free were you to express your own creativity in terms of how the characters on the box looked?

The developers already had some pretty concrete ideas about how the characters should look. They sent me some pre-production art and some screen captures of the game itself to work from. The main illustration on the front of the packaging was undecided. The original idea for the package, I think, was to show the clean-cut protagonist dressed for war, with his arms folded in front of him. I honestly can't recall if they were already toying with the idea of the boy staring into rippling water and seeing a reflection or not. In the end, it was agreed that the most dramatic piece would be the wide-eyed, innocent boy starring at the reflection of the evil, leering adult. I did some rough work that was apparently well received and I remember participating in a nerve-wracking phone conference with the guys at Hubris, some designers in London (from Big Blue Box, I think), and some Microsoft personnel. I was so nervous and often I couldn't discern who was speaking or if they were addressing me. As a result, I often spoke out of turn, confusing everybody. In hindsight it was comical, but at the time it wasn't. I'm no good in those types of situations. Most of the time, the developers and Microsoft would relay their likes and dislikes of my work through Todd at Hubris, who would then convey them to me, whereupon I would modify the paintings accordingly. For the most part, I had a free hand rendering the established characters in my style. Conversely, I was constrained by some design concepts that had already been approved before I came aboard, such as armor and weaponry. Mainly, it was my style of drawing people that they were after.

What are some of the things or styles of the characters you would have changed if you were free to do so?

If I had had complete freedom and creative control, I probably would have changed some things. The current packaging's focal point is the little boy, despite the antagonist's presence in the murky reflection of the water. I might have made the villain the locus of the piece. In fact, I did one sketch of the metamorphosis of the main character in which each incarnation is breaking through the shell of the previous incarnation, something like a moth breaking through the shell of its cocoon, only several iterations occurring in the same illustration, depicting spiritual and physical devolution. But this is all just personal preference. In fact, the final painting I did that appears on the box, we all agree, captures the spirit of Fable very well.

Do you enjoy creating characters or drawing existing characters more? Which is more difficult for you?

Of course I thoroughly enjoy putting my mark on existing characters like those in Fable and Batman and Robin, etc., but I love and live for creating my own characters and my own stories. And although it's much harder, it's extremely rewarding. I've been so busy painting for other publishers that I've let my own stuff languish, which I regret. But all that regret goes sailing out the window and is forgotten when somebody approaches me and tells me how much they like my work on Fable or The Runways or Street Fighter. It makes me so happy to hear that my art is appreciated and it keeps me out of the emotional troughs. I've come to the conclusion that I need to work on a mixture of existing characters and my own. Professionally, it's a nice, healthy balance.

What is your typical process of creating such an art piece and what type of technology do you use?

First, I usually create multiple rough—very rough—thumbnails from which I or my editor can choose. I hate drawing something infinitely detailed and then having to return to it over and over again to modify it as suggestions are made. It's a lot of unnecessary work and slows down the entire process tremendously. From the thumbnail, I create a larger rough pencil and ensure proper perspective and dynamics. Then I sketch a detailed pencil, with sharp lines, which gets scanned into Photoshop, where I apply base colors. All of the actual painting (i.e., brush strokes) occurs in Painter. In fact, I keep both programs open simultaneously and toggle between them to work on a piece. Many people ask me how I create these images, thinking this is a filter or some effect in Photoshop or Painter. But the images really are paintings. I paint them exactly as I would paint in oils or acrylics. The brush strokes are real and done with my graphic stylus rather than a brush. Only the special effects, like neon, lightening, or auras, are done with software gimmickry. The biggest advantage of this process is that I'm not covered in dabs of colored paint, smelling of turpentine and linseed oil. On the other hand, the disadvantage is that there is no original physical canvas since it is a digital image. I can never really have a gallery exhibition of my work that isn't composed of prints.

After completion of your first draft of the work, how many iterations occurred due to input from the developers or publishers of Fable before it was finalized?

Quite a few. However, the modifications were usually small things: making the eyes wider, making the thumbs bigger, making the dagger sharper and more sinister, etc. By far, the most difficult piece of art for me was the rippling effect in the water. I wanted to keep the package illustration as a one layer file in the software, but the requirements dictated that different characters had to appear in the reflection of the water, beneath the boy, for different promotional purposes. In the end, the artists at Hubris lent a hand in manipulating the ripples after my various illustrations were applied. There was no simple way around the problem, and it was a bit of a headache, but challenges are always good.

What is the hardest thing about doing artwork for a video game as opposed to other types of projects? And likewise, what is the easiest?

The hardest thing about games is that because of the size of the investment, a greater number of people are involved and have a say in the final version of the art. You have to please everyone: the developers, the marketers, the distributors. That said, the easiest thing about working on a game are these same people. They are artists, too, after their own fashion and everybody has a hand in creating the product. With Fable, everybody couldn't have been nicer—Todd Elhart at Hubris, especially. He really gave me a free hand, or at least the pleasant illusion of a free hand, and for that I am grateful. I would love to work with him again. The creative process on the whole, at least for me, is pretty much the same with any type of product. With comic books, I usually deal with a single editor, or an assistant editor, who rarely contacts me, except to give deadlines or a few instructions as to the type of illustration they're looking for. With games, there is much more conferencing to brainstorm, to ensure that instructions are clear and that required modifications are being attended to. Oh yeah, and the pressure. On Fable, it wasn't overt, but I felt its presence. I imagine that everybody involved was acutely aware that a lot was riding upon the work of each of the project's participants. And you don't want to be the one who blows it for everyone by missing a deadline or doing a bad job.

Do you play video games, and if so, which ones?

I played them before when I was younger and less busy, but rarely play now. I realized how much time a person can spend playing, leaving time for little else, and I had a career to start! I enjoy watching other people play, though. Let's see, in the past I've played Tekken, Tenchu, Resident Evil, and Grand Theft Auto. I always get killed so quickly in these games and usually end up with a sore hand from pressing buttons so hard. Not good for a painter.

What are your current projects and what future projects are you excited about?

I am just finishing up my series of covers for Marvel's The Runways series; I'm working on the last one now. I am continuing to create covers for Udon Comics' Street Fighter series. Mostly, I've been taking a break and working on my own stuff and trying to update my Web site. I've done a few doujin for publication in Asia and I continue to work the kinks out of the story arc for my epic tale of Chinese mythology, tentatively titled “The Specter King.” It's been five years since I published anything substantial in Asia and people who bother to write me indicate that they would like something new from me. So, I am working hard to get “The Specter King” off the ground. It is my intention to publish this in multiple languages, including English.

What is the most inspirational piece of advice you could give to a budding artist who sees you as a true success story, especially for working in gaming, Manga, or traditional comic-book industries?

Practice, practice, practice! I've been drawing and refining my style since I was five or six years old, and I'm still not perfectly happy with it. That drives me to improve myself through constant practice. This is my pragmatic advice to the budding artist. Also, study to be an artist and not just a comic-book or anime artist. The fundamental skills one learns in art classes will transfer into your work in the various popular industries like comics and video games. The work of the masters is far more valuable than any “How to Draw Manga” book ever will be. I refer constantly to the works of John Singer Sargent, Vermeer, and Georges De La Tour when I'm creating covers for comic-book and video game packaging. My second piece of advice is to get your work on the Internet. It seems pretty obvious but I don't know how many people I've met at cons who aspire to be working artists who don't have a site on the Web! I’m kind of stunned when I hear this. Honestly, it's the cheapest way to advertise in history. For $10 or less per year, you can secure a domain and build a full-color gallery site to showcase your work to millions of—scratch that—billions of people. And some of those people just might approach you with work; that's exactly how I got my first professional job in the U.S. Now, get pencilling and good luck!

Monday, April 02, 2007

高嶋上総 (Takashima Kazusa)

Takashima's back after 3 years!!! I think...

Some evidence > Her name appeared on recent Beboy magazines and it seems she's drawing 2008? calendars for Beboy. And of course she updated her website!! (after 3 years!)

The review below is in Chinese only.

三年没有更新,三年!!然后昨天突然发现有新迹象,我当她彻底挂了(估计在生小孩?),起死回生啊。唉,再看一遍彩图作品还是那么出色,幽默,童趣,帅气。色彩的感觉,人体解剖比例的协调性。。。要好好学习学习。。。

:: 档案 ::





高嶋上総 | Takashima Kazusa
居住地:北海道
生日:10.23
血型:B
网站:maxmaximum (http://kazusa-t.cocolog-nifty.com/blog/)
email (kzsusa-t@mbr.nifty.com)

喜欢:ADIEMUS,白饭(饭桶么?),茶,小动物等
讨厌:肥肉,无聊,拘束
希望:世界和平

如果明天地球就灭亡了最想吃什么? 用煮熟的饭捏成的饭团子。

链接
Maxmaximum (old official site)
Takashima's new blog
Canalblog on Takashima
Kazusa club on deviantART
Exceptional - a Takashima fanlisting
Takashima community on Livejournal
X-style - a Takashima fansite




:: 非BL作品 ::



ハーレムビートは夜明けまで 1-3册(Harem Beat:直到黎明)
vol 1(eng) | vol 2(chn) | vol 3(chn)

harlembeat11 29951o1 4_04_924979_0

来自地狱的王子和他的宠物猫逃到人间为了寻找点fun,王子他爸得知后大怒,派出僵尸+吸血鬼+人狼三人组去擒获王子回巢。唯一的线索就是王子背后的地域刺青(因为到了人间后模样都变了,身体缩小),所以只有让他脱。。。然后就是一串搞笑事件。



宅配戦隊ハコブンジャー (送货上门队Hakobunja)
连载中,NO单行本 Part 1 | Part 2 (link & scanlations by east27)

来自天堂的superpower四人组,到地球上解决人间的各种麻烦事情。(似乎是按金木水火分的,每个人都有一只超可爱的宠物)

:: BL作品 ::



Fanmade MV: Last Client - Woke up this morning


■ ラストクライアント(Last Client):职业杀手和男妓的爱情故事,连载到第7章高嶋竟然不画了(没能赶上截稿期所以退出了,似乎是这样。漫画家之耻啊!),晕。这算是她唯一有情节的故事了(因为剧本是另一个小说家写的),画的很精致,分镜也很讲究。也许太精益求精了才交不出稿!(Scans available from Shiran )


■ ワイルド.ロック(Wild Rock):单行1本 | 两个原始部落间的羁绊,情节0。。。
这个比较强,某叫香代乃(图左)的漫画家大抄高嶋(图右)>> 罪证


■ 犬も歩けばフォーリンラブ(如果狗能直立行走),单行1本。收录了若干短篇:狗狗3部曲,また、夏が来た(夏天来了),ピンポイントラヴァーズ(Pinpoint Lovers),scans available from Shiran


■ 短篇无单行:Dragon Boy。不知道出到哪里了,估计也是高嶋消失前未完成的连载。






GALLERY SELECTION
(All pictures copyright Takashima Kazusa)

暑中見舞所用插画



随笔画


残暑見舞所用插画


月刊Asuka封面 | Harem Beat


BEXBOY GOLD封面 | Last Client


BEXBOY GOLD 封面 | Dragon Boy

Thursday, May 12, 2005

modoru motoni 本仁戾

Switch your browser to Unicode if you can't read the text below.
如果显示出来的全是乱码,把浏览器encoding改成unicode。

This's a detailed review and introduction to one of my favourite manga artistis - Modoru Motoni. She's a yaoi(involving male male relationship) mangaka so if you're not comfortable with that, don't read it.

Everything's written in Chinese. For English versions, you're welcome to visit my fanpage here.


modoru motoni 本仁戾


本仁戾的自画像,她的Q版人物都长着鸡嘴,头像个大气球。背景里有只羊,因为本仁是白羊座的。

【性别】女 (虽然起了个很男性化的笔名)
【生日】4月7日 (大概30出头)
【籍贯】埼玉县
【血型】O型
【星座】牡羊座


【相关链接】




Mqronicle
有详细的作品列表[日文]

Fanlisting
嗯,为什么成员表里只有一个人呢。。。明明有很多支持者的

Sanguine
一个大势已去的英文饭网,不过‘怪物王子’一栏还有看头的

My Modoru Motoni Gallery @Msn Space
个人收集的本仁戾图片

【本仁本人】
本仁戾属耽美系(yaoi/BL)漫画家,也给多部小说提供插画。她曾经梦想做一个小说家,可投稿屡次失败,倒是插画被选中。自怜没有写作天分的她便开始作画。1992年在Bexboy杂志发表处女作后开始漫画生涯。
她笔下的人物大多性格扭曲,故事情节也相对变态, 可是把绝望,爱恋夸张到了极限的她却又实实在在的描绘着人赤裸裸的欲望。本仁戾独特的黑色幽默和她‘天方夜谭’的故事情节也可谓是天造一对,辛辣的对白,不合逻辑的事实,‘这就是本仁’,即使不看画也知道是她。 本仁戾擅长用黑白对比,高光和阴影的应用已极为纯熟。 她塑造的男主角属超级美形,但不奶油=_=。如果再分析的详细点,她的线条很有骨感,高挑的鼻梁,清澈的眼眸是她笔下男主角的共同特点。 也许画男的太多,画女的倒是次了一等(早期作品中而已)。嗯, 我觉得她的分镜也很有学问,是个很会渲染气氛的漫画家。

【点滴】
这是看了《恋爱允许的范围》后断下的结论:
由于作者是白羊座的关系,男主角也免不了和她同出一炉(《恋爱允许的范围》中的yamazaki是典型的白羊座‘征服’男)。 可是,我支持你!!(hoho, 本人也是白羊) 美丽的白羊座们~~

本仁应该是个大书虫,和《饲育系·理伙》里的理伙一样。 把自己爱看的书画进去应该瞒得意地~


【主要作品】(标题对照)
注:详细资料参见 Mqronicle & Maquinicalis

1995 [短篇集] Super BBC

中:蜂巢的秘密?
英:hatchi no su no himitsu
日:蜂の巣の秘密

收录:
蜂の巣の秘密

僕の先生は、フィーバー act.1
SOUND MASTURBATION
プラスチック・プラズマ
マルキ・ド・アナキズム1

简介:
只看过其中的一个短篇Sound Masturbation. 中世纪时期主人和骑士间的变态故事。 嗯。。。变态阿


1996~1997~1998Super BBC






中:恋爱允许的范围 (3卷)
英:Koi ga Bokura wo Yurusu Hani
日:恋が僕等を許す範囲

简介:
大学时期的好友,一个插画家和一个普通的上班族在各自女朋友的认可后,发展起‘恋’的关系,(光看这个就知道本仁戾的故事情节有多天马行空了。。。)只要在‘恋’和‘爱’间划清界限, 大家都能和平共处,可事实却异常痛苦。
这部作品强调的是‘爱’与‘恋’的区别,可是‘爱恋爱恋’界限终究是那么模糊,最终跨越了单纯的‘恋’的两个人已是伤痕累累。本仁戾对人物形象的塑造在这部作品里是最杰出的(个人感觉),yamazaki心口不一的矛盾性格,fujio的成熟,恋着一个人到全身麻醉可心却绞痛着的幻觉。

I've come to the point where I,
just long for you,
just long for you,
and long for you,

and long for you,
and long for you...

主角介绍:
Yamazaki Kenji
(和我同天生日的人O_O)



Yamazaki睡觉。。。zzzZ


Yamazaki让Fujio学猫叫

在艺术家家庭长大,插画家,和fujio大学同窗,第一面见到fujio就认定了fujio是他理想伴侣。经常偷fujio的一些小东西,比如说一支笔,笔筒,筷子,垫子之类,都被他小心翼翼的收藏起来当成宝贝。最后他连fujio家地板的灯都不放过。
Yamazaki性格恶劣,心口不一。他经常会做出让人心寒的事。。。不过那也是因为他太喜欢fujio了。。。。。。

点击看大图

人物设计档案1 - Yamazaki Kenji
注:scanlation from MFY & NAKAMA


Fujio Eihiko



Fujio沉思中。。。

Fujio是个普通的上班族,性格沉稳,和yamazaki是两个极端。反应有些迟钝,不过善良体贴,宁可伤害自己也不让别人难过。
人物设计档案2 - Fujio Ehiko


Reiko

yamazaki的女友,比yamazaki大三岁
[友说这张画的像Nicole Kidman]

Miku

fujio的女友,起初和reiko同谋让fujio yamazaki发展起来,可到了后来越来越不满这种模糊不清的关系。

片断1
故事的开头-心照不宣的两人
reiko说她怀孕了(其实是骗人的)要yamazaki负责
reiko: 如果换成是fujio怀孕了,你怎么办?
yamazaki( 摸下巴):嗯,这个问题很有意思。。。
yamzaki: 如果fujio怀孕了,我一定让他把孩子生下来,到时候会有男人接生现场报道
reiko(气爆了): 你。。。我要和你分手!
到了晚上临睡前,fujio怪罪yamazaki说‘reiko她是想和你结婚,这是她的王牌了’,yamazaki一听到fujio催他结婚就很反感。







片断2








Fujio一气之下对Yamazaki吼道:“你还不是一团糟!你被你自己的叔叔强奸了!’Yamazaki听到这句话手一松,香烟掉在了地毯上。


资源:
Koiga 123
Scanlations @MFY(joint with Nakama)

1998[短篇集] Super BBC

中:怪物王子
英:Prince of Monster
日:怪物王子

收录:(标题对照)
赞美诗|Sanbika|サンビカ
KILLING MOON
机器人的一生|Vita Makinikarisu|ヰタ・マキニカリス
怪物王子|Kaibutsu Ouji
バイバイ・ミズハラ

简介:
这个短篇集里收录了有关吸血鬼,人狼, 机器人的故事,有一定文学性。 故事虽有差异,但结局都很凄美。值得一提的是这部作品的插画感很强,即使不喜欢故事情节也不亏。






这是第一个短篇‘赞美诗’的截图。骑士刺瞎了自己的右眼以示对主人的忠诚。而他的主人,一个永生不死的吸血鬼。。。




Killing Moon中的‘人狼’。 短小精悍的恐怖故事,人最害怕的到底是什么?



《机器人的一生》讲的是一个厌倦了社交的科学家为了能一心钻研科学,制造了一个和自己思维方式和长相一模一样的机器人来打法别人。没想到这个的完美副本竟威胁到了自己的生存价值。‘多余的东西毫无意义,存在只需一个就够了’。



《怪物王子》像是一个经典的童话故事,囚于高楼的公主等待白马王子的来临。 可是本仁戾的童话世界里没有公主, 只有天生一双血红眼睛的‘怪物’王子。同样被囚禁在高塔中的他却别无选择,只有将自己的灵魂出卖给恶魔。

资源:
Review @Sanguin


1998~2001~2004






中:饲育系·理伙(上下篇), 铁 x 理伙(第2部)
英:Shiikugakari Rika , Tetsu x Rika
日:飼育係・理火, テツ×リカ 

简介:
这部拖了6年的作品似乎还没有明确的了结。在一个全男生的高校,所谓‘Salon'的组织通过暴力和性来管治失控的学校。Salon分为Aces, Kings, Queens(就像扑克牌一样),只要是加入Salon的人都会受到组织的保护。 Salon以外的学生被称为Jacks. Aces是Salon中的首脑人物,Aces又分不同的职务,其中,有一个职务叫‘饲育员’(breeder),他的任务是调教顽固分子。 而担任饲育员一职的理伙(rika)是全校的sex symbol, 也同时是他们的发泄工具。有一天,转校生Hiro干涉了Salon的入典仪式,由此牵出了以前发生过的悲惨故事。Rika失明的左眼,Hiro的条件性哮喘,和Hiro上吊死去的哥哥(Tetsu), 这些都并非偶然。这部作品初看极为变态,很难被人接受。不仅是校园暴力和性虐待的内容,还有‘恋母情结’为根基的扭曲心态和残酷的爱情。 但本仁戾对主角的心态处理很彻底。 拿来做心理学研究不错。

不知在哪个论坛看到这样的评论‘刚看标题,《飼育係・理火》,还误以为是养畜之道,农民之友’。题外话而已。

主要人物介绍:

Rika 押川理伙
高二,天秤座,A型, 176cm
左眼失明,有尖端恐惧症(就是当尖锐的东西<哪怕是手指>靠近时整个身体都动弹不得)
是Salon中的‘饲育员’


Hiro Natsume 夏目ヒロ (中文译为‘比吕’)
高一,狮子座,O型,173cm
当别人提到自己应被强奸而自杀的妈妈,或是有人喊‘救我’的时候,就会不停的咳嗽。他转到了哥哥以前就读的高校,为的是调查哥哥自杀的原因。


Tetsu Natsume 夏目テツ (中文译为‘辙’)
天秤座,O型,180cm
Hiro的哥哥,高三时自杀而死。唯一的线索就是他残留下的日记,写满了‘Hiro, 救我’这句话。

片断1
-Rika和Hiro的初次会面
Hiro在高校赶考途中路过一个坐在阶梯上看书的人,那人问道:‘你是去考试的吗?’
消瘦的背影,蒙住半边眼睛的rika突然起身回头对Hiro说:‘还是放弃吧’




片断2
-般宿舍的第一天,Hiro推门而入
“‘饲育员’是什么意思?”
Rika用一种奇怪的表情回答说: MAMA.


片断3
Hiro追问‘饲育员’的真正涵义,Rika生气了。


片断4
一年级的理伙(Rika)和当时的辙(Tetsu)
所谓‘一见钟情’的两人,背后又隐藏着什么秘密呢。






理伙看的书


资源:
1. Review on Rika part I @Aestheticism
2. Review on Rika part II @Aestheticism
3. Rika & Gothic, A Review @Aestheticism
4. Tetsu x Rika text translation @ Aestheticism
5. Yuyurika Homepage
站长游游李华是本仁戾的超级粉丝。网站收录了yuyurika翻译的《饲育系·理伙》节选片断,和十几篇读后感/分析。
7. Secret Dungeon @Rue Royale


1999~2001~2003~2004花音コミックス








中:侦探青猫 (4卷)
英:Tantei Aoneko
日:探偵青猫

简介:
这算是侦探还是搞笑呢,后者居多吧。主角‘青猫’是个有钱没出花的贵族侦探,清秀的长相常给他带来麻烦。本仁戾也许想换换花样试着写侦探小说了,不过情节还真够扯的,不枉她的一贯作风。剧情轻松搞笑,时而穿插一些感情的纠葛倒让气氛凝重了。值得称赞的是服饰设计和黑白的运用,让人口水直流~

CD:

声优之作,没什么兴趣所以不去调查了。。。

资源:
1. Scanlations @Fifay
2. Review on Bluecat Vol2 @Aestheticism
3. A Review @ Aestheticism
4. Secret Gallery @Rue Royale


2000~2001 ASUKA COMICS DX 





中:高速ANGEL ENGINE (3卷)
英:Supersonic Angel Engine
日:高速エンジェル・エンジン

简介:
《高速ANGEL ENGINE 》讲的是天使和恶魔的故事,暴力成分较浓。 两个主角,封面上黄头发的是恶魔,黑头发的是天使。我没读过,不过听说里面的人时不时就口水四溅。。。好奇怪的漫画啊。。。


资源:
1. A Review @Aestheticism
2. A Review @Dosmikos


2002Super BBC.

中:麻辣鲜师 (1卷)
英:Boku no Sensei wa Fever with Moto Man
日:僕の先生はフィーバーwith本マン
原标题翻译:我的老师狂恋本仁
(汗啊,哪有这么为自己打广告的。。。)


2005.3花音コミックス 

中:毒樱桃(1卷)
英:Poison Cheery Drive
日:毒チェリー カバー


2005.4

还有就是目前连载之中的
DOG STYLE (已出1卷)

截图:(不知什么网站上的)




听说是很搞笑不含色情成分的一部作品。

不行了。。。想到还要写 《饲育系·理伙》和《恋爱允许的范围》的评论我已经怕了。。。改天加油。。。