You Can Draw Transforming Robots ISBN: 1-932452-42-3 Publisher: Antarctic Press Author: Sherard Jackson (with Doug Dlin and Robert Acosta) Publication Date: June 2004 Series: You Can Draw Manga Price: $19.95 Pagecount: 192 Color: no Breasts: no Short Impression: Focused on Transforming Robots. Where the PLEX book is understandably very Bandai-style, this book is almsot a reaction to that in terms of being STRONGLY Takara-focused. Not just Transformers, also several of the Yuusha (The Brave) series that Takara did between Transformers Zone and Beast Wars II. For instance, one robot design that comes up a lot is a cross between GaoGaiGar and Fire Dagwon. The first chapter is ten pages on drawing tools, which strikes me as being as anachronistic as the Graphic-Sha series's concentration on screentones. Why do I say that? Well, while I cheerfully wallow in my pseudo-luddite art style, where everything is done on the physical page, the way to go these days is tablet and photoshop (or equivalent). Anyone who'd be tempted to go out and buy all the art supplies Jackson recomments in this chapter would probably be better served by finding a decent tablet. They make 'em so they'll pick up on brush/pen angle and pressure now, after all. And a beginner is better off with pencils and pens from Wal-Mart until they're good enough to get any use from better tools. Chapter 2 is much better, IMO, going over the basics of mechanical jointing and walking through what is essentially G1 Prime's transformation sequence in abstract form. This is the first of many bits where Jackson's lessons are what is called "toyetic", meaning that he shows you how to draw things that would work as actual toys, rather than the cop-out "humanoid robot with some vehicle bits hanging off" style favored by some. Chapter 3 starts with a very brief discussion of robot styles by era, with a page for Nagai-style stuff of the 70s, one for the 80s, one for the Beast-dominated 90s and a rather confusing and unsatisfying "00s" page. Then there's a lot of general advice on how to work out basic designs before going into details. It ends with the topic of taking a toyetic layout and modifying it to be more dynamic, something Jackson does repeatedly in this book. I like that...use the toyetic stuff to make sure everything works, but then fiddle with proportions to make it look better. 4 and 5 focus on specific body parts (heads for ch4, everything else in turn in ch5), and chapter 6 is a single extended exampls of using foreshortening. Chapter 7 is about simple transformations (showing a jet and a car), while Chapter 8 covers intermediate transformations (showing a cargo helicopter). The advanced transformations shown in HTDM #26 are not present here, and don't seem likely to show up in YCD Mecha (where I'm thinking several bits of HTDM #25-6 will be revisited). Chapter 9 does animal transformations, while the final chapter creates a combiner team that uses extensive kibble and a jet like Micromaster combiners, but has a large core figure like Scramble City style (Aerialbots, Stunticons, etc). Overall...I was a little disappointed. Jackson did such a good job with only a few dozen pages in the How To Draw Manga comics, and for all the extra pages, this isn't that much more helpful. It's still good, but felt kind of bloated.