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I find that young players REALLY want to know what their characters look like and to see their armor and gear clearly. I've made each piece of gear very "thingy" and concrete-looking. I think that's what people might mean when they describe an illustration as "iconic" -- that each object seems to have its own life and is not subservient to the entire image.
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And let's not forget invented patterns, like hatching and crosshatching. If you look at DAT's ilustration for Emirikol the Chaotic, you can identify at least ten invented systems of markmaking, that rigorously describe the textures of stone, a horse's coat, cloth, and so on. If you're going to apply an invented pattern to an object in a drawing, you can't be half-assed or parochial about it. Above all, that's what makes me wince when I look at Sutherland's work. His crosshatching doesn't do much to convey either form or texture, it's just a fill.
I've never been able to find a primary source or written source that describes Tramp's influences, but I'd bet he was strongly influenced by two underground comix artists of the preceding decade: Rick Griffin and Greg Irons. Both of them have the same hyper awareness of black/white and positive/negative balance in their line work. Irons ended up doing the "Dungeons and Dragons Coloring Book" which makes me wonder if Tramp recommended him to the powers that be for that project.
Here are samples of Griffin's and Iron's work. Judge for yourself! If you don't want to stop there, you can reach back to look at the poster art of Mucha and the very granddaddy of them all, Albrecht Durer.
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