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Comic lettering & fonts -- what choices do you make?

 
 
Mystery Gypt
00:58 / 06.04.07
So I wrote an 8 page comic which is being painted by the amazing Arik Roper, and we're trying to figure out how to letter it. he's not sure he has the time to do hand lettering, but most digital / font based lettering i've seen in comics looks either cheesy or sterile, or both. how do you people that do your own comics handle the lettering process, what are some tips, and how do you all feel that the "voice" of the comic relates to the choices of lettering?
 
 
electric monk
15:45 / 06.04.07
Here is my own bad example from a few years ago. I made a lot of the same mistakes that I see in the digital lettering of others, so I'll break down my own bad example.

1) Left alignment - Couldn't be more boring. You'll never see a hand-lettered word balloon that's left justified, so to do that digitally gives the whole thing away. If I were to letter that panel today, I would've centered the main block of type and used separate text boxes for the three words that stair-step down (so that the free-floaty word wouldn't be so rigid in their placement). The three words would also be farther to the right so that the "so" isn't directly under the last word of the previous line. "Makes" from the second line could probably drop down to the third line as well for a cleaner flow.

2) Font size - IIRC, the final size of the font when printed should be around 8 or 9 points. Again, this is just aping the hand-lettered look and there are cases when you'll want to go bigger or smaller. Important rule of thumb tho. My font looks a bit too big, so probably one point size down from where it is now would've been better.

3) Font as an element of page design - Too often, and certainly in my own case, lettering a page is an afterthought. It looks so easy on the surface: Copy text from the script, paste text into page layout program, done. Not so. Usually, digital lettering is done in a purchased comic-style font or Comic Sans MS. The purchased stuff is okay if you work at DC. Comic Sans should never be used by ANYBODY, EVER. (BTW, that is not Comic Sans in my example). Everyone recognizes it, and I think the familiarity takes something away from a page rather than adding to it. Find a good handwriting font that's easy to read, has all the characters you might need, and fits the story in some way. Also, consider whether the lettering should be all uppercase, upper and lowercase, small-capped, etc. Scale the type a little too (but nothing under 85% as another rule of thumb). Kerning, too, is important. Again, it doesn't have to be much. Maybe a -2 or -3 kern. Maybe +2 or +3. But something. Little tweaks to the type to make it your own and make it work with the story. If I were to do mine over again today, I'd probably use upper/lowercase and I'd have the width of the font set to 90% and the kern at -2.

4) Sound effects - Not in my example link, but trust me. I have made my fair share of crap sound effects. Of course, you want to find a blocky, sans serif font, but this is where tweaking to make it your own is especially important. This kind of lettering is probably best done in Illustrator, where you can warp and treat the sound effects to really make them come alive. I think you want to follow lettering conventions to a certain extent (crackly block type on a wavy path for RRRRUMMMMBBLLEE, etc.), but sound effects is where you can really bring the weird shit and take advantage of the digital medium. A little restraint (take it easy with the drop shadows!) and you can't go far wrong.

Hope that helps a little.
 
 
rizla mission
20:02 / 09.04.07
I do my lettering manually - scribble it it in pencil, and go over it with ball-point pen, tidying up the alignment of any bits that don't look, um, aesthetically pleasing as I go. Easy and efficient and looks ok.

Straight-forward block capitals work best 90% of the time in my experience; comics that use different/unusual fonts and stuff are really bloody annoying... the equivalent of a prose writer who sets a book in the Scottish highlands and insists on writing the whole thing in dialect.
 
 
MattShepherd: I WEDDED KALI!
21:01 / 09.04.07
It depends a bit on whether you're into the "lettering as art" element of dialogue -- Sfar and Trondheim, for instance, do awesome things with lettering in Donjon, and Sim really broke a lot of molds with Cerebus -- or if you want "invisible" lettering that conveys the information it's there to convey and gets out of the way unobtrusively, like the vast majority of most super-hero comics.

If the latter, Blambot has a few great free lettering fonts that are not fancy, and do look a little "prefab," but for some things I find that's better -- the more "comic-book standard" a font is, the less a reader is likely to notice it.
 
 
MattShepherd: I WEDDED KALI!
21:05 / 09.04.07
Oh, and everything monk says is very true. My own crap lettering experience taught me that (a) full script is important for the artist, as that will give him an idea of how much space to leave for words when drawing the panel, and (b) word balloons always looked too small for the words inside them when I saw things afterwards -- I always wished I'd left a little more white space between the letters and the balloon border instead of trying to cram in as many words as possible per balloon-area.

If you're the writer and you're lettering, you have an amazing opportunity to see the art and revise the writing accordingly, too -- take out everything that's already clearly expressed in the art that the writing is redundant about. It really helps make the writing more economical. You can also fudge details that the artist has left off-panel or ill-expressed into the dialogue, which is a great opportunity as well.
 
  
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