|
Interview
with Artist Mark Schultz
By Edward Waterman
(March 26, 2003)
Mark
Schultz was born in 1955 near Philadelphia, and raised outside
Pittsburgh, Pennsylvania. Upon graduating from Kutztown State
College in 1977, Mark built a career on producing commercial illustration
until 1986, when he first submitted an introductory story of his
critically acclaimed comic book series Xenozoic Tales. Xenozoic
Tales built to a commercial success that saw it adapted, under
the name Cadillacs and Dinosaurs, to a CBS television animated
series.
In recent years, Mark
has branched out, co-creating and co-writing SubHuman, an underwater
adventure series, for Dark Horse Comics, and assuming monthly
scripting chores on Superman, Man of Steel, for DC Comics. In
addition, he continues to write and draw Xenozoic stories, and
produce scripts and cover art for various other comics projects,
including Star Wars, Aliens, and Predator.
An acclaimed artist,
Mark has been awarded five Harvey Awards, two Eisner Awards, an
Inkpot Award, a Spectrum Award, and three Haxtur Awards (the last
from the Salon Del Internacional Comic del Princapado de Austurias).
He has just completed a novel based on DC Comics’s Flash character,
to be published by Pocket Books, and has recently finished illustrating
Robert E. Howard’s Complete Conan of Cimmeria, Volume One (1932-1933)
published by Wandering Star.
EW: How
did you initially get involved in this project?
MS: Marcelo Anciano [of Wandering Star
Publishers] called me out of the blue and asked if I would be
interested in illustrating a Howard book. I was familiar with
the work Wandering Star had already done with Gary Gianni, so
I was very enthusiastic. When Marcelo mentioned that he'd like
me to do Conan, I flipped. Gary had told me previously that he
thought I could expect a call from Marcelo, but I never expected
to be offered Conan.
EW: What was your first encounter with
the work of Robert E. Howard?
MS:
I'd noticed the Frazetta covers to the Lancer PBs back
in '68 or '69 -- but I didn't know anything about this Howard
guy, or Conan, and cover art alone, intriguing as it may be, has
never been enough to get me to buy a book -- 60 cents was a lot
of money to me back then. But
then, later in '69, I learned a little about Robert E. Howard
in Richard Lupoff's overview of ERB's career, EDGAR RICE BURROUGHS,
MASTER OF ADVENTURE. Lupoff gave Howard's writing a thumb's up,
so I picked up Lancer's Conan of Cimmeria for starters and have
never looked back. I was hooked on Howard's intensity -- I could
immediately see the difference between his writings and the pastiches
surrounding them. I tracked down every collection of Howard in
PB that was still in print.
EW: What do you think of Howard’s
literature?
MS:
I think Howard was an amazing stylist, with a highly personal
vision, who never got a chance to develop fully, due to both the
time and formula constraints of writing for the pulps, as well
as his early death. Much is made of REH's power as a pure storyteller--
that skill is obvious-- but I think it's important to note his
ability to mold the English language. He had a very muscular,
economic way with words. His descriptive powers were awesome,
and his ability to make action sing is unmatched. His best stories
are VERY good. Maybe most importantly, his plots and writing style
served to express a unique and consistent viewpoint-- a view of
life. I think that's what sets him apart from all the hundreds
of other adventure writers who come and go -- unlike
the hacks, his stories serve to illuminate his strong,
idiosyncratic point of view. And with Conan he had created a character
vivid enough to contain and fully express that point of view.
I think it's also important to note that, by
his own testimony, REH often made use of regional and familial
folk tales in his stories. So I think there's some importance
to him as a regional Southern author, as well.
EW: Where do you start when first sitting
down to illustrate a book?
MS:
I read the book, or in this case, the stories, I'll be
illustrating. I jot down plot notes as I go along and mark scenes
or passages I think might make good illustrations. Then I go back,
review my notes and decide which scenes I'm going with. At the
same time I try to resolve in my mind what kind of a "look"
I want the project to have, both atmospherically and physically.
Since I was very familiar with REH, I already had a strong idea
of what I was after: lots of darks-- heavy, almost claustrophobic
-- to emphasize REH's sense of fatalism and the under riding horror.
I knew I wanted to execute the color pieces in oil paint, since
there is a weight and textural richness to oil that I thought
was appropriate to the subject. For the B&W pieces I went
with my bread and butter -- brush and ink -- and decided on a
slightly toothy board to allow me to create a gritty, "pulpy"
look. And I did research into ancient European, African and Eastern
Asian civilizations to come up with a look to the costumes, architectures,
etc.
EW: After the initial reading, what's
the next step?
MS:
After I've decided what I think are the best choices, I
do them up as relatively detailed roughs which I send to the editor
to judge. Marcelo Anciano was very easy to work with -- most of
my ideas he approved. The few he wasn't quite satisfied with were
easy to bring up to snuff, as he has a very clear idea of what
he's looking for and is good at communicating that.
Then,
with approval, I begin to work up the final product. I refine
the rough sketches with research, reference photos and engage
in constant reevaluation. Sometimes a particular illustration
comes easily -- the first rough is very similar to the end piece.
Most times its a little more difficult, and sometimes it takes
a lot of redrawing and revision before I'm close to happy. And
then there's a few that I wish I could do over.
EW: When did you start working on Conan
vol. 1?
MS:
You’re really testing my memory here. I think I must have
started on the initial roughs back in the fall of 2000.
EW: Given the huge impact that artist
Frank Frazetta had on the whole fantasy art market, and his close
connection to the Conan of the past, do you feel that his work
has influenced your decisions or your artwork for this book? How?
MS:
Frazetta is such a huge presence in fantasy illustration
in the later half of the 20th century that it would be ridiculous
to try to pretend he isn't an influence. And, of course, his vision
of Conan is so powerful, and considered by many to be the definitive.
But, the fact is, his vision of Conan, while perfectly capturing
the violent spirit of Howard's work, does not adhere very closely
to Howard's physical descriptions of Conan. I wanted to do my
best to put images to Howard's descriptions, and so was trying
hard not to tread too close to Frazetta. The last thing I want
is to be is a second rate Frazetta.
EW: When you were working on this project,
what impact were you hoping to achieve on the reader?
MS:
More than anything else I want my illustrations to be in
"tune" with the stories. I hope they seem as visual
extensions of the moods Howard is conveying. I hope they do not
interfere with the reader's own imaginative interpretation of
Howard's words.
EW: Do you think your illustrations deviate
from previous images of the Conan character? How and why, or why
not?
MS:
Even though we're all working with Howard' descriptions
as a source, I think some illustrators have stayed a little closer
to the source than others. I wanted my version of Conan to stay
as close as I could imagine to Howard's descriptions, because
his vision of Conan is something on which I certainly could not
improve. We'll have to wait and see how the readers perceive my
rendition in comparison to others that have come before.
EW:
Many artists and writers, not to mention adaptors and film
producers, immediately view material that has been labeled as
“fantasy” as being completely devoid of anything resembling reality.
How did you approach the work: as a flight of fancy where imagination runs
wild, bearing no connection to our daily lives or our history,
or as a hypothetical and serious possibility – grounded, even
if not placed, in reality?
MS:
Since Howard viewed the Hyborian Age as the historic predecessor
of our known ancient civilizations, I felt it was important to
keep my illustrations grounded in details derived closely from
historical artifacts. I did some relatively extensive research
in coming up with looks for the various cultures and kingdoms
within the stories. Of course, Howard played fast and loose with
mixing his cultures and technologies -- lots of anachronism --
so we're not talking about anything close to a fastidious attempt
to duplicate a particular historical look.
Touching on known details, that -- hopefully -- ring true
to the reader, helps make the more fantastic elements seem more
real and, thus, immediate and dramatic.
EW:
Why?
MS:
Because that's what works for me, I guess. Fantasy worlds
created without any attempt at connection with reality don't do
a thing for me. To get really involved in a story, no matter how
fantastic, I need to feel that maybe, somehow, under some set
of outrageous circumstances, this could happen to real flesh and
blood people. It goes to that necessary "willing suspension
of disbelief." Howard is very good at creating that, and
the last thing I want is for my illustrations to distract from
the spell he achieves.
EW:
So you decided to stay as close as possible to Howard's
original ideas?
MS:
It was my personal interest in Howard's point of view and
writing style that led me in that direction. It's what personally
interested me and got me excited. I consider myself a fan of Howard's
writing much more so than of Conan specifically. Whether or not
I succeeded in capturing any of Howard and Conan in a compelling
fashion, is, again, up to the reader to decide.
But
I think that by setting a strict problem for myself to solve --
by trying to stay as close as I was able to Howard's descriptions
-- I helped myself to avoid emulating too much of what has been
done before. The good, as well as the bad and the clichéd. If
I'd merely wanted to duplicate what has already been done visually
with Conan, I'm sure my results would have been much less interesting
-- in my eyes, anyway.
EW:
Where there any particular problems you faced while trying
to accurately portray the characters or events in this book?
MS:
The only problem, if you can call it that, was the restrictions
of the format we decided we wanted the illustrations to follow.
Every chapter heading needed to follow a more or less horizontal
configuration, and sometimes a subject I wanted to portray lent
itself to a more vertical look. So, at times I had to play around
quite a bit to get a composition to work.
EW: What advice would you give to future
artists on how to avoid allowing the past conceptions of the Conan
character to influence what they do today?
MS:
Read Howard closely. Carefully. Don't be lulled by the
briskness of his phrasing to rush through the stories. Let the
atmosphere and details sink in. Then mix it up with your own experiences,
interests and artistic techniques. But stay true to what Howard
wrote, not to what you think Howard wrote based on pastiches,
and illustrative clichés.
EW:
Let’s talk a little more about the actual craft of illustrating
a book… Did you use models to do your illustrations and paintings?
Did you use photography?
MS:
I always try to come up with the figure work out of my
head, but if it becomes clear that I'm having trouble visualizing
what I need to do, I will take quick Polaroids of models. Most
of the paintings involved model use.
EW: Could you tell us a little bit about
the tools and materials you used to create the illustrations for
this book? Any special brush, paint, ink, or pen tip used for
special results?
MS:
The ink pieces were all done with Higgens india ink and
a Winsor and Newton Series 7, number 3 brush on Strathmore 500
regular surface, 3 ply bristol board. The regular surface gave
me enough tooth to get the textural effects I wanted. These are
all standard materials -- the same I use to do my comic book work.
The
paintings were done in water-mixable oil with a linseed oil medium.
Nothing fancy or unusual.
EW:
It's possible that people think that after the initial
sketching stage, you just sit down with a blank canvas and start
painting, but of course you generally create rough color studies
for each work first. How many stages of those do you go through?
MS:
To be honest, I only did a quick color sketches for the
each of the first paintings. After that, I just did abstract color
combination sheets to figure out my color schemes. Of course,
all the drawing is closely worked out before hand, separately.
EW:
Do you find that the skills required to work in paint are
mutually exclusive to those need to work in pen and ink? And do
you feel more comfortable working in one over the other?
MS:
Well, drawing with ink is a much more demanding discipline
than painting. You can't fake much when your dealing with stark
black on white. Your drawing skill lies naked. Painting with oil
is certainly not easy, and color presents a whole raft of other
problems, but I find it much more forgiving. You've got a much
bigger bag of tricks, and you get more chances to get things right.
Which can become a trap in itself, I suppose. Even so, since I've
worked most all of my professional career exclusively with brush
and ink, I feel more comfortable with that. I'm still very much a beginner
with oils.
EW: How many pieces of art did you ultimately
do for Conan Vol. 1?
MS:
About 80. Seven were oils, the rest ink.
EW: In order to get a clear picture of
the magnitude of the endeavor, how many hours per day, and for
how many months, would you say you put in to create these works
of art?
MS:
That's impossible to say. Some weeks when I was able to
concentrate totally on these illustrations, maybe 60-70 hours
a week. But I hasten to
add that I can't sustain hours that intense for long. All I know is that I put
a LOT of time into this. It's just the nature of the job.
EW:
Being purely objective about yourself, I wonder if you
have weaknesses, or strengths that you try to play to?
MS:
Um...I'm not sure I'm capable of being that objective.
I've never been exactly satisfied with anything I've done. I always
see plenty of room for improvement in almost all aspects of my
work. I don't see that as necessarily a bad thing -- I never want
to get to the point where I'm satisfied with where I am. I always
want to be striving for something more. The alternative is creative
death.
EW: You mean, the death of creativity?
Could you say a little more about this?
MS:
Yes--that's what I meant, not Grand Guignol!
I
mean if you let yourself get fat and happy with your accomplishments,
your going to stop growing. You'll fall into a familiar formula
of providing the same thing over and over. What seems to happen
is that an artist will get to a certain point of proficiency,
and get praise and audience acceptance for his work, and there's
a natural tendency to want to keep giving the audience what it
likes and comes to expect. So you relax a bit, because its hard
getting to that point in the first place, and start churning out
the same stuff over and over. But there's no creativity in that
– you’re doing formula.
That's what I fear, and try to guard against.
I hope I never buy in completely to any praise I get -- I want
to stay hungry and a little paranoid and always looking for ways
to improve.
EW: Do you have a personal favorite illustrated
book? A single effort that epitomizes the sort of effort that
you're aspiring to?
MS:
There is no one book, but certainly I can point to the
"usual suspects" as huge influences… N.C. Wyeth's Scribners
classics, of course. Roy G. Krenkel's gorgeous The Sowers of Thunder.
The nautical fiction illustrated with Gordon Grant's pen and ink.
EW: What do you hope to accomplish in
the future? Any plans in the works of forthcoming Mark Schultz
endeavors?
MS:
My overriding goal is always to get Xenozoic Tales, my
comic book adventure series up and running again. Maybe in novel
form, maybe as a self-published comic. Dark Horse Comics is currently
reprinting all the original series in a two volume collection,
which is a start in the right direction. Other than that, I'll
continue to write comic scripts and novels, and do the odd art
job. Of course, I hope there will be other opportunities to illustrate
more of Robert E. Howard's work.
EW: It has indeed been a pleasure interviewing
you, Mark. Thank you for the opportunity.
MS:
Thank you, Ed.
|