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Logan Kaufman: How did you first get into
professional illustration?
Clyde Caldwell: Although I majored in
Fine Arts in college, I always had been a big
fan of science fiction / fantasy literature and
comics. When in graduate school working on my
MFA degree, I decided I wanted to go into illustration
upon graduation, which didn't make me too popular
with my stuffy, fine arts professors.
While still in graduate school, I started working
for various fanzines. After graduation, I continued
doing the fanzine work, while getting my first
job as an illustrator in the advertising department
of the Charlotte Observer/News newspaper. I moved
on to a job in an ad agency, all the while looking
to break into the science fiction / fantasy market on a professional
level.
I finally got my break by doing some covers and
interior illustrations for a small SF anthology
magazine published in Boston called Unearth. It
only lasted eight issues, but I consider that my foot
in the door to the professional Science fiction / fantasy illustration
market.
Logan: What had made you think that genre
illustration was something you could really make
a living at?
Clyde Caldwell: I never really gave it
too much thought. I knew local freelance illustrators
who were able to make a living, so I figured if
I were doing work on a national level, I'd be
able to make a living at it. I assumed the people
I saw doing science fiction / fantasy cover work on a regular
basis were able to do it for a living.
I've got a funny story along those lines, though.
I'd been working in the field for a year or so
and a fellow from the local library (in Gastonia,
NC...my home town) called and asked if I'd put
on an exhibit of my work at the library. He was
a big Edgar Rice Burroughs fan and was familiar
with my fanzine work, as well as my professional
work.
I said okay and put up the exhibit. During the
reception the fellow asked me, "What do you do
for a living?". I was a little puzzled, so asked
what he meant. He couldn't quite wrap his mind
around the fact that I did illustration for a
living. To him, I guess artwork was something
one did as a hobby, and you needed a "real job"
in order to make a living.
Logan: Did the job at Unearth open any
immediate doors, or did you just hit the pavement
looking for new jobs after they went under?
Clyde Caldwell: I did quite a bit of work
for Unearth...at least three covers and some black
& white interiors. There was one issue for which
I did the cover and illustrated all the stories.
For each story, I tried to use a slightly different
illustration technique. It was a good showcase
for me. A New York agent saw my work and contacted
me wanting to represent me. He started getting
me paperback cover work and work for Heavy Metal
magazine.
Logan: Had your degree in art really prepared
you for book illustration and doing work at Heavy Metal? Or do you consider yourself more self-taught
in that regard?
Clyde Caldwell: If I had it to do all
over again, I would go to a two-year technical school
that offered a good course in illustration. I
think that would have been enough to provide the
tools I would need to enter the field.
It would be hard to say that I'm "self-taught",
because I learned a lot about abstraction and
design in fine art, but not so much about painting
and drawing realistically (since all the emphasis
was on abstract and non-objective art when I was
in school)...and everything I know about color
has been learned by trial and error. I do have
to say that the time spent in art school allowed
me to develop my talent a bit before I had to
go out into the real world...and allowed me to
mature a bit. In an odd way, because I really
didn't feel that fine art was for me, it pointed
me down the road to a career as a fantasy illustrator.
It just took me a while to figure out what I really
wanted to do.
Logan: Had you originally gone in with
the notion of a career in fine art, or did that
just seem like the place to go if you wanted to
become any sort of artist?
Clyde Caldwell: When I graduated from
high school, I was playing guitar, singing and
writing songs in a rock band. I was more interested
in becoming a rock star than an artist! However,
that was in the Vietnam era, and if you weren't
in college, you were bound to be drafted. I wasn't
really an anti-war type, I was pretty politically
apathetic in those days...but didn't have a huge
desire to go to war if I didn't have to.
I really would have liked to have gone to the
Ringling School of Art in Sarasota to become a
commercial artist, but didn't have the money.
I spent my first two years of college at Gaston
Community College, which was just down the road
from where I lived, and was all I could afford.
I then transferred to UNC-Charlotte, where I got
a BA with a major in Fine Arts.
I intended on trying to get a job in commercial
art after graduation, but one of my professors
talked me into going to grad school. While in
grad school, the lottery system was initiated.
I had a high lottery number, so wasn't drafted.
Logan:
You mentioned learning about color by trial and
error: was there a big learning curve for you
overall in regards to professional illustration?
Clyde Caldwell: My dad was a printer, and
he used to work with a fellow named Sam Grainger
who did inking for Marvel Comics. When I was a
kid, I used to send Sam drawings of superheroes
to critique. I sort of grew up with a passing
familiarity with commercial art, but it was mostly
nuts & bolts stuff.
I had a summer job at a photolith shop and learned
all about color separation, back before it all
went digital. We shot the artwork on a big flatbed
camera, developed the huge negatives by hand,
etc. It was a great learning experience. When
I actually got my first job in the advertising
department at the newspaper, I knew more about doing
hand color separations (with hand cut rubylith
masks) than the people who had been working there
for years. Plus, I always said I learned more
in the first six months working at the newspaper
than I had in my six years in college! There's nothing
like on-the-job experience.
I think the fanzine work helped me a lot in developing
to the point that I could do professional science fiction / fantasy
illustration. But paying my dues in the advertising
field helped me when I broke into the science fiction / fantasy
market as well. I was used to working with deadlines,
picky art directors, etc...though I never was
a fast artist.
I had somewhat of a natural sense of composition
and design. That came fairly easy for me. Early
on, I did a lot of black & white work, which also
came pretty naturally. However, I don't feel like
I have a natural sense of color like some of the
artists I've worked with in the past (Keith Parkinson
and Brom come to mind). I had to work at developing
the color sense...and I'm still working at it!
Logan: How did you come to work for TSR?
Clyde Caldwell: I was freelancing in North Carolina
and a friend of mine, a fellow artist, showed
me a copy of Dragon Magazine. I had heard of Dungeons
& Dragons, but knew very little about it. My friend
decided that he was going to submit some samples
to Dragon, in hopes of getting a cover. I had
been working professionally in the field for several
years and was looking for outlets for my work...so
I sent some samples as well.
Kim Mohan at Dragon bought the rights to a painting
called Dragon Spell (my first Dragon cover),
which had actually been done for another project
that fell through. He also gave me an assignment
for the TSR calendar for that year, and I started
doing fairly steady cover work for the magazine.
I think I did around nine Dragon covers over a three-year period. During those 3 years, TSR contacted
me several times to see if I would like a full-time job as a staff artist. I was pretty happy
freelancing in North Carolina, so the first couple of times
they offered, I turned them down.
I guess third time's the charm. They offered
to fly me up to Wisconsin for a job interview.
I had no intention of taking the job, but flew
up to meet Kim Mohan and some of the other people
I'd been working with at Dragon. But when I met
the other artists working at TSR, I thought, "This
is for me!" So I took the full-time staff position
and moved to Wisconsin.
At the time, I was still doing some advertising
work in addition to my science fiction / fantasy work. Taking
the staff position at TSR was an opportunity to
do fantasy art full time, which was my goal.
Oh...and that guy who showed me the Dragon Magazine
didn't get any cover work from them! Go figger...
Logan: Your biography says you left TSR
in 1992 to pursue a freelance career. Were you
an actual 9-to-5 employee, or did they have exclusive
rights to your artwork? How did that work?
Clyde Caldwell: Yes, I worked at TSR in-house
for almost ten years. The difference between being
a staff artist and freelancing is that as a staff
artist you get paid a steady salary and you get
benefits, like health insurance. As a freelancer,
you just get paid for the individual jobs you
do and you're responsible for your own health
insurance, retirement, etc. Though I sometimes
miss the security of a steady paycheck, I prefer
the freedom of freelancing.
The TSR artists all worked in a studio together.
That's one reason I took the job. I'd been fairly
isolated in North Carolina in terms of my interest in fantasy
art and it was great working with other artists
who had the same interests. We all got along very
well. It was a great experience...and though I
prefer the life of a freelancer, I still miss
the camaraderie we had in those days...and I learned
a lot from the other guys.
During the period I worked in-house for TSR,
they did retain most of the rights to the artwork
(with the exception of the Dragon Magazine covers).
We (the TSR staff artists) were allowed to retain
the rights to make limited edition prints of the
art we produced, and the rights to include the
pieces in art books.
In freelancing, I try to hold onto as many reprint
rights as possible. Most of the time I'm able
to do that, but, depending on the client, I sometimes
have to give up all future rights.
Logan: What was your work day like when
you were working for a company like TSR?
Clyde Caldwell: I would usually get in
to work around 9:00 AM and work until 5:30 or 6:00
PM. Since I wasn't a terribly fast artist, I would
usually take work home with me and draw or paint
after dinner, sometimes into the wee hours of
the morning. I normally painted on the weekends
as well.
Sometimes I would have one painting going at
work and one going at home, so that made for some
long work days. Since we were salaried employees,
unfortunately we weren't getting paid by the hour.
Needless to say, there were always a lot of distractions
at TSR. While it was fun working with a crew of
like-minded artists, it made it harder to focus
and concentrate on the artwork. We also worked
around a lot of game designers, editors and authors...and
then there were way too many meetings!
Logan: How do you manage your day differently
when you are working on your own?
Clyde Caldwell: I really got burned out
with the grind at TSR. I'm not as young as I used
to be, so don't do too many late nights or all-nighters
like I used to. I don't rebound as fast as I once
did! I find that if I get a good night's sleep,
I feel a little more enthusiastic about painting
the next day...and actually seem to be somewhat
more focused and productive. I try to live a more
balanced life nowadays.
In the evenings I put together orders from my
website...and since painting isn't the most physically
active career, I try to set aside an hour most
days to exercise.
Logan: Now that you are working freelance,
what steps are involved in getting work? I
assume with your reputation, you don't need to
actively pursue jobs...
Clyde Caldwell: I probably should actively
pursue jobs, but I'm pretty slack in that area.
Since I started freelancing in '92, there have
only been a couple of times that I've been without
work to do. I just do whatever comes along.
More often than not, I'll have to turn down work
because I can't fit it into my schedule. Every
once in a while, I'll be down to my last job and
I'll think to myself, "If another job doesn't
surface soon, when I'm done with this one, I'll
have to go out and beat the bushes." But usually
something else comes in before that happens.
Logan: Once you've agreed to tackle a
painting, where do you get started?
Clyde Caldwell: It depends on the job.
If I'm doing a book cover, I start by reading
the manuscript and taking notes. I usually submit
a couple of pencil sketches of cover ideas to
the publisher. I like to start that process by
doing thumbnails and roughly developing some ideas,
and then bringing in a model or models for a photo
shoot. After the photo shoot, I work up fairly
nice sketches to submit to the publisher. They
usually choose one, hopefully without any changes,
and then I do the painting.
I used to have to submit a couple of color roughs,
which I hated to do because they took too much
time. Now I get away with just the pencil sketches.
If I have time, I try to do fairly nice production
drawings, since I'm able to sell those.
Logan: What kind of changes or suggestions
would a publisher typically have when reviewing
a finished sketch?
Clyde Caldwell: Truth to tell, most of
the time they don't make any changes. They just
approve a sketch and I do the painting. However,
every now and again they'll make minor changes
to a sketch...and then every once in a while they'll
want major changes. That's pretty rare though.
For the painting, There Will Be Dragons, I
did a couple of sketches and submitted them. Jim
Baen wrote back and accepted a sketch, but he
said the distributor wanted a science fiction element on the
cover (which was basically a fantasy painting)...and
would I add a tiny spaceship in the background?
I reluctantly added the spaceship, though there
were no spaceships in the book!
Logan: Do you ever try and get direct
author input on a piece? Is the author's vision
something you take into account at all when you're
working on a painting?
Clyde Caldwell: I certainly try to keep
the author's vision in mind when I'm coming up
with ideas. I like to try to find things in the
manuscript that I'd like to paint and then bring
them to life. And I always like to read the full
manuscript, if available, to get a feel for the
book.
In the past I've noticed that publishers usually
don't like for authors and artists to get together
and exchange ideas. I think the concept is that
authors are too close to the material and aren't
necessarily terribly visual and might not make
the best choice for a cover. I do talk to authors
at times though...especially when I don't have
enough information to come up with good cover
ideas. Most of the time they're very easy to work
with and helpful.
I'm working on a cover for a book by Wm. Mark
Simmons right now. I only had a partial manuscript
to work from, so contacted Mark with some questions.
He's been very helpful in providing information
and throwing out ideas for discussion.
Every now and then a big author might make suggestions
(or demands) as to what he or she wants on the cover
of their book. Sometimes they're good ideas...sometimes
not. In those cases I just do the best I can with
the ideas I have to work with.
An author just came up to me at DragonCon and
introduced herself by saying, "I want to thank
you. You made me a lot of money." She thought
that my cover had sold the book, and the book
sold very well. Illustrators love to hear that!
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