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Comic profile: Lord of Maelstrom
Lord of Maelstrom
Bringing order to the world through chaos
Comic avatar
Profile
Content flags: Violent Content
Comic language: English
Genre: Fantasy
Activity status: Active
Archive url: Visit archive
Statistics
Last update: 14th Mar 2015
Number of comics: 52
Number of subscribers: 6
Visitors: 22095 visitors (77528 pages viewed)
Rating: 4.66 (41 votes)

Comic description

The story of a man who awoke as an immortal one day, driven by a calling to bring order to a world of magic and steam-powered technology.

Authors

Zauber Paracelsus
Zauber Paracelsus
Slacker, geek, artist, writer, aspie, pseudo-furry, and pancake enthusiast.

Most recent comments left on Lord of Maelstrom

Zauber Paracelsus
14th Mar 2015
Zauber Paracelsus
And it seems that Cyrus was working with the guy that was following the Spell Breakers back in episode 44. Or at least, he was working with him.

So, why is that door so tall, when the building's owner (Cyrus) is so short? The reason is that although Four Rivers has a predominantly Human population, it also has many citizens and foreign traders from a multitude of other races. Some of these races are rather tall, so many business accomodate them with taller doors and ceilings.

The taller races include Chelzon, Geraki, Karagan, Lycans, Minotaurs, and Sky Elves. Half-Dragons of the Dragonblooded stock are also generally taller, though they do not constitute a distinct race.
Left on Get on with it!
Zauber Paracelsus
9th Mar 2015
Zauber Paracelsus
And here we finally see Falcata unmasked... while Hassad continues being Hassad.
Left on Fumbled Bluff Check
Zauber Paracelsus
5th Mar 2015
Zauber Paracelsus
Yeah, I went there. Too bad they'll never be interested enough to marry each other willingly :P

On another note, this is the 50th episode since Lord of Maelstrom was started over. Now I just need to make 50 more.

EDIT: I redid the last frame to give Hassad a different pose, because the prior one was just awful.
Left on Shipping Arrangements
Zauber Paracelsus
3rd Mar 2015
Zauber Paracelsus
I took a three month hiatus to work on yet another art upgrade (the last one didn't go very far, did it?). I had just the other day decided to resume updates without the update so that I could spend more time to work on it, but I got farther along with it than I had thought.

So now, the art upgrade is out. The characters are no longer comically-thin with oversized heads, and the male characters don't look androgynous anymore. The eyes are another big change, they now follow the "pixar eyes" design, where instead of just having a texture applied, they have the different parts of the eye (sclera, cornea, iris, pupil) modeled out. I had planned to put this update out on March 1st, but decided to go back and fix a few problems I spotted with the character models during use.

My health is on the upswing again, so I hope to get more episodes put up. I also hope to get a buffer going.

On another note, there has been an interesting development. Epic Games has announced that Unreal Engine 4 is now free to use. I had long been thinking of using Unreal Engine for producing the comics instead of rendering with Cycles. So I am now giving some consideration to which direction I want to take Lord of Maelstrom.
Left on Job Description
Zauber Paracelsus
27th Nov 2014
Zauber Paracelsus
There's been more changes behind the scenes! Things may appear a bit brighter and different than in the last comic. That was because I changed my rendering setup for this comic. Instead of using Cycles in GPU mode, I used it in CPU mode. Not only that, but I used a patched copy of blender, built with the Adaptive Sampling patch. It allows the renderer to stop processing subsections of the image when they've been sufficiently resolved.

Thanks to Adaptive Sampling, I can make higher quality renders for the comic and abandon the older method, which depended on highly-selective blurring on several different image passes, and one of the flaws with the process was that it artificially darkened the image. It also resulted in some of the details from bump mapping being lost, such as the cracks in the plaster wall.

The other thing I've started doing is I've begun using volume render, which simulates how light is transmitted through the air and other non-opaque mediums. In this case, I used it with a high anisotropy setting in order to produce a more realistic glare around the lights.

(Footnote: Apparently, I forgot to upload this to comicfury when I posted it to my comic's main location. whoops!)
Left on Furries Ruin Everything