How To Draw Manga #25-26 ISBN: None Publisher: Antarctic Press Author: Sherard Jackson (for the Mecha parts) Publication Date: August and October 2003 Series: How To Draw Manga (now renamed You Can Draw Manga and restarted at #1) Price: $4.95 an issue. Pagecount: 12 pages of Robot content in #25, 32 in #26 Color: No Breasts: Sort of, if you're really prudish, in #26. Short Impression: Short on pages, but I've found these issues very useful. Focused on transforming robots, plus a chapter on mech femmes. #25-26 are the final issues of How To Draw Manga before the reboot as You Can Draw Manga. Typical issues of this series would be split in thirds, covering three different topics, and #25 follows that pattern. #26, however, is dedicated to robots. The material in these issues is partially mirrored in the two You Can Draw books (Transforming Robots and Mecha) below, but not simply reprinted, making it worth finding these on their own. #25: The robot content takes the block model as seen in Let's Draw Manga and does a lot more with it in less pages. Jackson introduces the idea of three levels of complexity for getting a robot out of the same vehicle mode. the Simple level is pretty much PLEX style (and a lot of G1). Moderate level is probably the effective limit of a child-safe toy transformation, while the Complicated level transcends the limitations of plastic. This is followed by a couple pages on how to make sure the vehicle mode pieces were recognizable on the robot mode, as well as making the actual transformation believable (even if you fiddle with lengths and proportions as part of transformation). While the examples are few, it covers more than the PLEX book in terms of what's possible. #26: This one is still three sections, they're just all about robots. :) 26.1: More on transformation, including combination schemes. Jackson emphasizes the value in making transformationan interesting puzzle ("More than a box" he heads the page) and then adapts my "3 R's of Transformation" essay into a visual guide. The rest of the section goes over his four categories, with most of the space devoted to combiners. 26.2: "Added Features". Starts with a really nice section on surface details, the sort of things you add to keep the surfaces from being boringly smooth. Then it goes into joint styles of various types. Good elements to grab. 26.3: Mecha femmes. Similar to the section in the How To Draw Mecha book, in terms of showing how to adapt aspects of real women to robots, but has a more "young and happening" feel, especially when showing how to adapt fashion accessories to body parts. For only 44 pages, these two issues have a lot of useful stuff.