#but printing stickers costs money and i don't know how to get my zines out there either
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Posting art online is so discouraging. I have the direct comparison of handing out the pride stickers irl - they're so cute, woah did you make those yourself, thank you so much here's stickers in return, so many people were brought joy by my art - and posting them online - 3 likes 1 reblog, dead.
This isn't to beg for interaction and more to say... if I had to start drawing all over again, in today's social media environment, I don't think I would manage.
Tumblr's friends/mutuals/reblog structure is breaking down, and while instagram used to be the place for artists and I was able to gain followers that enjoyed my art through the use of specific Hashtags, nowadays the feature to search by latest is removed and the algorithm punishes your harshly for being a small account or average at your skill.
Looking only at my social media, one should think I am getting worse and worse at art, I started out being quite good and worth seeing and 8 years later I have forgotten how to draw. This isn't true of course, I am improving. But there's no way to gain a kind word anymore, no artists at roughly the same level as me to find me and follow me for a friend through interaction. Nor am I able to search out people like me myself, tumblr is... tumblr (currently still the best option), and the algorithms of all other apps only recommend me the best and most entertaining.
Now I don't do good strategies. I still mainly use tags, nothing else. I don't post according to user schedules or make art to show off every single week, my art account is new and was dead for a while, i don't use fanart to draw people's attention. I don't know how to make tiktoks of my art - I aim to create pictures and be good at that, not make video content.
Of course I don't get much interaction. But the comparison: The same art, handed to people online and in real life, both for free, both by a stranger, is so striking. People are happy about your art, they like it, they really do, but by posting it it's rare to get that feeling anymore. I hope new artists keep drawing.
#my therapist couldn't understand why i told him that i would like to draw but it's difficult because i can't make anyone happy with it#he said i should be drawing for myself#but when i was a child i drew for my parents and as a pre teen i quickly learnt to draw for likes and comments#and now i want to keep drawing for people#i want to give my art to people who like it and watch them be happy about it#for free#but printing stickers costs money and i don't know how to get my zines out there either#and it's so difficult to draw only for myself when i... never really learnt how to#artists on tumblr#queer artist
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I posted 2,331 times in 2022
That's 230 more posts than 2021!
16 posts created (1%)
2,315 posts reblogged (99%)
Blogs I reblogged the most:
@hellonorik
@roach-works
@becausegoodheroesdeservekidneys
@teaboot
@elodieunderglass
I tagged 2,053 of my posts in 2022
Only 12% of my posts had no tags
#bugsnax - 138 posts
#deltarune - 59 posts
#tumblr - 55 posts
#undertale - 52 posts
#snorts - 52 posts
#pretty art - 45 posts
#angelic apparitions - 39 posts
#goncharov - 36 posts
#cool ocs - 35 posts
#animal vid - 34 posts
Longest Tag: 110 characters
#i’ve lived in what america considers a walkable city vs what europe does and they’re not even remitely similar
My Top Posts in 2022:
#5
✨ 💸 🤔 ⚠️ 🛠 📉 ✨
- the good wizard
1 note - Posted April 1, 2022
#4
Every night you dream that you talk to a genie, when you wake up you can't remember what you wished for. One morning you wake up with a giant crab pincer replacing your right arm. What do you do?
I recognize carcinization has begun and look forward to evolving to my true form.
2 notes - Posted September 7, 2022
#3
Farewell Sweet Crabs 👋 🦀
When I remember my crab friends I'll think of:
the turning of the tides
2 notes - Posted July 24, 2022
#2
hi! just a quick question, have you listened to limetown? seeing the podcasts you liked in your pinned post, i think you might enjoy it! you have awesome taste in podcasts btw!
Thank you!!
Not yet! It's been on my to-listen list pretty much since I started listening to podcasts though. I've been really moseying to getting around to it since there was the long hiatus+I heard the ending wasn't great. Idk if that's true though, so I'm still planning on giving it a shot!
3 notes - Posted June 28, 2022
My #1 post of 2022
Hi! I found your at from a zine modding advice compilation doc. I am planning to make a zine, but I have no experience modding. I was wondering if I could get your advice on how to make realistic/fulfillable plans as a newbie?
Hi there! I'm in a zine mod advice doc? 0: I had no idea, could you send me a link? I'm curious!
So, I ran my zine solo and it was my first time running any sort of project like this. It was saddlestitched 30-40 pages (I don't remember exactly; this was several years ago) and we did merch: an enamel pin, a sticker sheet, a die-cut sticker, and two holographic prints. In the end, we made enough money to cover our costs and pay out $6 (approximately) to each contributor, but did not raise enough money to offer complimentary copies of the physical zine/merch. I was aiming to have enough for complimentary copies, which is why I'd call the project a semi-success.
This got long! But here's pretty much all the advice I got:
Know your audience. Is it a fandom zine? How big is the fandom? Original content zines will struggle more to gain interest. How big is YOUR platform, specifically? As lead, the onus is on you to get the word out at the start to attract contributors and potential buyers. Try to gauge how many copies you might sell from this. Lean conservative on your estimate and base your plan on that. (This is where interest checks come in!)
Pick your vendors. Familiarize yourself with the terminology they use. Compare and contrast prices and services using the sales estimate you devised in the last step. How long does shipping take? What is the policy if products come out defective? There are always going to be some defective products when producing en masse. Check reviews. Have you bought zines yourself? Contact the creators of zines you like and ask them which vendors they're using for their assorted products. (I had a great experience with mixam.) Don't forget to look into acquiring packaging and shipping costs (domestic and international)!
Decide how you're going to sell the zine. Kickstarter's great if you're using a vendor that has a set MOQ (minimum order quantity) or if you want to guarantee to be able to provide a certain level of compensation for your contributors, but it also takes a fee and means that, if you don't get enough orders, you have to start the campaign all over again. Bigcartel has more flexibility in terms of sales windows and such, but it's difficult to customize like kickstarter. Also, if you're using bigcartel and don't sell enough, you're on the hook for either refunding or fulfilling all the preorders you do get. You'll also need a stripe and paypal business account.
Make a budget. So you have an estimate of how many you think you'll sell. You know how much your vendors cost. You've accounted for your incidentals (kickstarter fee, packaging, gas to get to the post office, etc). Refer to other zines for what typical prices for your products are and set your prices based on that. (Analyzing what other zines are doing is generally a good idea.) What's the absolute minimum number of sales you need to cover costs? (Fewer orders usually increases production cost.) How many sales do you need to make to compensate your contributors? What will you do if there's excess money? What if it's not enough to split it among your contributors evenly? ($40 is a lot for one person, but it's basically nothing split 30 ways.) Are you going to make stretch goals?
Make a timeline. Interest check, contributor apps, concept submissions (you'll want to know what people are doing before they start working), periodic WIP checks to make sure everyone's on task (there will always be a few people who need to drop out), preorder period, manufacture time, shipping timeline. People will want to know what to expect, especially contributors. Ensure the contributors have plenty of time to work, since, chances are, they're effectively donating their time and effort. Keep in mind major holidays and school schedules; people will need more time if those are happening. Give yourself plenty of pillow space for unforseen issues, so you can stick to this timeline as much as possible throughout the process.
Have the full plan written out for your contributors before they arrive. Be clear and concise. Timeline, expectations in terms of content and behavior, instructions, how you're going to fulfill the zine, expected compensation. Not everyone knows how to prepare an image for print, so include that in your instructions. You're gonna want a discord for this. I also used google forms to manage check-ins and other such things.
Be involved, and COMMUNICATE. Talk to your contributors outside of check-ins. You're their hypeman! Hype them up! Make sure your passion's there for all to see! Nothing, and I mean nothing, kills a project faster than a disinterested/aloof leader. You'll also want to communicate any issues to contributors and buyers asap. It's not embarrassing; people will be patient (mostly) as long as they have communication. Silence is upsetting.
Consider marketing. I've written this as if you're going solo, but these next few bullets is why people usually run zines as a team. Once the contributor team is assembled, that's when you need to hit the bricks. There's a lot of waiting time and you need to gain a potential audience and keep them interested. Marketing is a weak point of mine, so I don't have much advice, but it's critical for the success of a zine. Contributors can advertise a little, but the bulk of that's on you. You'll want an account dedicated to the zine, I can say that much.
Is graphic design your passion? Even if a contributor is designing the cover, what will be on the inner page? The back cover? Do you have any writers contributing fic? That will need formatting. (Do you know how many words fit on a page? It's different depending on the size of the book.) You'll need to make some sort of credits page, or will you put credit information on the same page as each contribution? Quality graphic design can make or break marketing attempts.
Double check your contributors' work. There are going to make mistakes. Most people aren't used to preparing things for print. Having room for bleed (edges of an image that may be cut off during the printing process, or hidden when bound into a book) was a particular issue in my zine. Even if all this is written in your instructions, you'll get files with not enough bleed room, or in RBG (files must be in CMYK for print), or in too low a resolution (300 dpi minimum). Any issues need to be caught, corrected, and all the files compiled for submission to the printer.
Don't forget postage. I mentioned this briefly earlier, but don't forget to account for packaging and shipping in your budget and time. Things like pins can make a slim package too thick and change the postage class. You'll need room in your house to hold the product. You'll want to pack things to ensure nothing's dented or bent. I highly recommend against having a shipping mod, unless it's someone you know and trust very much. I've seen too many projects fall apart because a shipping mod ghosted or stole all the materials or similar issues.
Have a backup plan. What will you do if you only get five people wanting to be contributors? What if you don't sell enough to cover your costs? What if you get bad product? What if you don't hit the MOQ of your chosen vendor, or if they announce a spontaneous price change before you get your order in? Have answers!
Be confident. If you're not used to leadership, it can be weird to have everyone looking to you, but if you've prepared, then there's no reason to be nervous. The people you work with will respond to your energy, so put out those good vibes.
I enjoyed making my zine very much, but also, it was still very much work! I discovered I hate marketing and graphic design, and love the technical bits of arranging the vendors and budgeting and handling the materials. I probably wouldn't go solo again, but I'm glad I did it at least once because it taught me the ins and outs of every aspect. A lot of people, for their first zine, do digital only because, needless to say, physical product is complicated!
If you made it this far, congratulations. xD It felt nice laying out everything I learned; I hope it's just as useful for you to read.
Feel free to ask if you have any further questions!
82 notes - Posted July 13, 2022
Get your Tumblr 2022 Year in Review →
#tumblr2022#year in review#my 2022 tumblr year in review#your tumblr year in review#celest rambles#2022
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I love your art & your style! I’m also an artist & I want to be a full time artist one day, but I'm not sure how that may look, so.. Do you do art full time? If so how does it look for you personally?
sorry if this is an intrusive question, I just want to learn more :) Thank you! have a good day!!!!
hi!! i feel like this is gonna be a long answer so i'm gonna put this under a read more haha
so being an artist full time looks different from one artist to another---there's so many different ways artists can support themselves, some methods i don't even know about! keep that in mind, as the stuff that i'm doing right now isn't the Only way to do art full time :)
right now i'm doing art full time-i'm in a weird sort of spot where i either need to just Commit and really pursue art full time, or get a job...but that latter has proven difficult with my mental health, so either i'm gonna stay full time, or get a part time job once i see a psychiatrist LOL. i'm in a very fortunate spot where my rent is cheap (for the city i live in) and my parents are able to hypothetically help me with that if i were to ever need it, so that's certainly a factor in how i went from graduating -> freelancing. (i did also work a full time job back in july/august, and that money has helped me with doing art full time too).
my main income is through commissions---i've been doing album covers mostly, but i think for the future i want to explore getting an agent and representation so i can start doing bigger jobs like book covers and that sort of thing. i don't loooooove doing commissions to be honest---i love my clients, especially the ones who i've worked with over and over again, they mean the world to me---but in terms of actual fulfillment through art, i don't feel super fulfilled doing that. so long term, i'd ideally like to not take on as much commission work, or at least only do the stuff that i'm really excited about, y'know?
along side that i have some other "passive" income (i put passive in quotes because there's obviously still work that goes into setting them up lol), mainly my inprnt shop and instagram reels. inprnt has been a HUGE lifesaver because i don't have to ship any of the prints myself, and the profit margin's a lot bigger than other print-on-demand services like redbubble (it's not perfect; you have to wait a month for transactions to clear, and there's a certain threshold you have to make before you can withdraw the money...and it takes like a full week for it to actually show up in your paypal but i digress). getting people to buy the prints is the hardest part, but if you can do that, it's great! (it took me years to get my first pay out on inprnt, but now i can do it 1-2 times a month) if you have a certain amount of followers on instagram you can get their reels bonus, where basically if you make reels they pay you for how many views it gets; it used to be Awesome but now its just okay, the amount of money vs amount of views ratio has gotten a lot worse (used to be able to make $180 for ~40k views, last month i got paid $115 for 140k).
something i used to do and plan on doing again is creating an online shop! people make merch of all types; i've personally dabbled in zines and prints, i'd love to make more stickers and apparel. now this definitely has some things you need to consider: there's a lot of cost involved in actual manufacturing, getting the stuff you need to ship orders, buying shipping labels, etc. etc....i would recommend starting small, like just selling stickers + shipping them with normal USPS stamps, to get used to the workflow of owning your own shop. but, its definitely something to consider! if you like designing for physical products and want to actually Make things and see people WIth those things, it can be a viable avenue to explore! (i definitely plan on exploring it more, to say the least).
there's also subscription services like patreon and ko-fi, which allow you to set up a membership so that people can pay you directly and support what you're doing. if you can get people to join, i think this is great! the main issue is the actual getting people to join part...and to be honest, that's something i've struggled with myself. i thiiiink i'm gonna switch from the ko-fi i have now to a patreon, just because people seem to recognize the name more. i'm also gonna assess what i'm actually offering people, i really wanna do a postcard of the month? or maybe a zine club sort of thing? i'd recommend looking at other artists' patreons and see what they're providing, to get an idea of what that can look like. ideally, i would love to just be able to support myself through patreon and make all the silly little stuff i want to...we'll see if i can make that happen!
there's also selling originals, if you work traditionally as opposed to digitally. again, this is something i wanna get more into in the future. there's challenges to this as well, just like anything, but if you prefer to make art with physical materials, then selling that original artwork can be a great revenue stream!
in terms of social media you can also explore being a youtuber or a streamer...those have a lot of moving parts, and you really need to commit in order to see success in those fields, but if you like producing/editing videos or like the performance/live community aspect of streaming, that's something to look into as well! those people make most of their money through sponsorships / things like patreon, but having that additional revenue stream of adsense or twitch subs can't hurt!
another thing to keep in mind is that this sort of stuff can vary a lot from month to month! i won't be seeing the actual pay out until november (or maybe december? honestly don't know LOL) but i'm part of the shortbox comics fair this month, so that's another source of revenue that i didn't/don't have access to beyond october! the amount of, for example, support you get for a new launched product, or how well a piece performs (which then leads to people buying prints of it), or how many people reach out to you for freelance work changes a lot from one month to the next. my biggest piece of advice if you want to pursue art full time is to have as many different sources of income as possible! that way, you can account for the inherent instability of freelancing, instead of not being able to pay your bills because no one's buying your stickers right now.
i hope this helps!!! and i hope all the financial talk wasn't too dread-inducing 😭 i'd definitely recommend asking other artists too and getting their feedback; like i said at the start, "full time artist" looks different from one artist to the next <3
#faq#asks#THIS WAS SO LONG i hope all these words are helpful 😭😭😭#i hope youre able to pursue art full time!! i believe in you!!#(and also theres no shame in needing to have a job#to support your artmaking. i want to make that clear too <3)
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Hi! I found your at from a zine modding advice compilation doc. I am planning to make a zine, but I have no experience modding. I was wondering if I could get your advice on how to make realistic/fulfillable plans as a newbie?
Hi there! I'm in a zine mod advice doc? 0: I had no idea, could you send me a link? I'm curious!
So, I ran my zine solo and it was my first time running any sort of project like this. It was saddlestitched 30-40 pages (I don't remember exactly; this was several years ago) and we did merch: an enamel pin, a sticker sheet, a die-cut sticker, and two holographic prints. In the end, we made enough money to cover our costs and pay out $6 (approximately) to each contributor, but did not raise enough money to offer complimentary copies of the physical zine/merch. I was aiming to have enough for complimentary copies, which is why I'd call the project a semi-success.
This got long! But here's pretty much all the advice I got:
Know your audience. Is it a fandom zine? How big is the fandom? Original content zines will struggle more to gain interest. How big is YOUR platform, specifically? As lead, the onus is on you to get the word out at the start to attract contributors and potential buyers. Try to gauge how many copies you might sell from this. Lean conservative on your estimate and base your plan on that. (This is where interest checks come in!)
Pick your vendors. Familiarize yourself with the terminology they use. Compare and contrast prices and services using the sales estimate you devised in the last step. How long does shipping take? What is the policy if products come out defective? There are always going to be some defective products when producing en masse. Check reviews. Have you bought zines yourself? Contact the creators of zines you like and ask them which vendors they're using for their assorted products. (I had a great experience with mixam.) Don't forget to look into acquiring packaging and shipping costs (domestic and international)!
Decide how you're going to sell the zine. Kickstarter's great if you're using a vendor that has a set MOQ (minimum order quantity) or if you want to guarantee to be able to provide a certain level of compensation for your contributors, but it also takes a fee and means that, if you don't get enough orders, you have to start the campaign all over again. Bigcartel has more flexibility in terms of sales windows and such, but it's difficult to customize like kickstarter. Also, if you're using bigcartel and don't sell enough, you're on the hook for either refunding or fulfilling all the preorders you do get. You'll also need a stripe and paypal business account.
Make a budget. So you have an estimate of how many you think you'll sell. You know how much your vendors cost. You've accounted for your incidentals (kickstarter fee, packaging, gas to get to the post office, etc). Refer to other zines for what typical prices for your products are and set your prices based on that. (Analyzing what other zines are doing is generally a good idea.) What's the absolute minimum number of sales you need to cover costs? (Fewer orders usually increases production cost.) How many sales do you need to make to compensate your contributors? What will you do if there's excess money? What if it's not enough to split it among your contributors evenly? ($40 is a lot for one person, but it's basically nothing split 30 ways.) Are you going to make stretch goals?
Make a timeline. Interest check, contributor apps, concept submissions (you'll want to know what people are doing before they start working), periodic WIP checks to make sure everyone's on task (there will always be a few people who need to drop out), preorder period, manufacture time, shipping timeline. People will want to know what to expect, especially contributors. Ensure the contributors have plenty of time to work, since, chances are, they're effectively donating their time and effort. Keep in mind major holidays and school schedules; people will need more time if those are happening. Give yourself plenty of pillow space for unforseen issues, so you can stick to this timeline as much as possible throughout the process.
Have the full plan written out for your contributors before they arrive. Be clear and concise. Timeline, expectations in terms of content and behavior, instructions, how you're going to fulfill the zine, expected compensation. Not everyone knows how to prepare an image for print, so include that in your instructions. You're gonna want a discord for this. I also used google forms to manage check-ins and other such things.
Be involved, and COMMUNICATE. Talk to your contributors outside of check-ins. You're their hypeman! Hype them up! Make sure your passion's there for all to see! Nothing, and I mean nothing, kills a project faster than a disinterested/aloof leader. You'll also want to communicate any issues to contributors and buyers asap. It's not embarrassing; people will be patient (mostly) as long as they have communication. Silence is upsetting.
Consider marketing. I've written this as if you're going solo, but these next few bullets is why people usually run zines as a team. Once the contributor team is assembled, that's when you need to hit the bricks. There's a lot of waiting time and you need to gain a potential audience and keep them interested. Marketing is a weak point of mine, so I don't have much advice, but it's critical for the success of a zine. Contributors can advertise a little, but the bulk of that's on you. You'll want an account dedicated to the zine, I can say that much.
Is graphic design your passion? Even if a contributor is designing the cover, what will be on the inner page? The back cover? Do you have any writers contributing fic? That will need formatting. (Do you know how many words fit on a page? It's different depending on the size of the book.) You'll need to make some sort of credits page, or will you put credit information on the same page as each contribution? Quality graphic design can make or break marketing attempts.
Double check your contributors' work. There are going to make mistakes. Most people aren't used to preparing things for print. Having room for bleed (edges of an image that may be cut off during the printing process, or hidden when bound into a book) was a particular issue in my zine. Even if all this is written in your instructions, you'll get files with not enough bleed room, or in RBG (files must be in CMYK for print), or in too low a resolution (300 dpi minimum). Any issues need to be caught, corrected, and all the files compiled for submission to the printer.
Don't forget postage. I mentioned this briefly earlier, but don't forget to account for packaging and shipping in your budget and time. Things like pins can make a slim package too thick and change the postage class. You'll need room in your house to hold the product. You'll want to pack things to ensure nothing's dented or bent. I highly recommend against having a shipping mod, unless it's someone you know and trust very much. I've seen too many projects fall apart because a shipping mod ghosted or stole all the materials or similar issues.
Have a backup plan. What will you do if you only get five people wanting to be contributors? What if you don't sell enough to cover your costs? What if you get bad product? What if you don't hit the MOQ of your chosen vendor, or if they announce a spontaneous price change before you get your order in? Have answers!
Be confident. If you're not used to leadership, it can be weird to have everyone looking to you, but if you've prepared, then there's no reason to be nervous. The people you work with will respond to your energy, so put out those good vibes.
I enjoyed making my zine very much, but also, it was still very much work! I discovered I hate marketing and graphic design, and love the technical bits of arranging the vendors and budgeting and handling the materials. I probably wouldn't go solo again, but I'm glad I did it at least once because it taught me the ins and outs of every aspect. A lot of people, for their first zine, do digital only because, needless to say, physical product is complicated!
If you made it this far, congratulations. xD It felt nice laying out everything I learned; I hope it's just as useful for you to read.
Feel free to ask if you have any further questions!
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