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Today, 11:17 AM #1
DizzasterJuice

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Location: Florida
My advice for anyone that has any interest in making a living in art is to always use the industry standards. For instance, the standards for the gaming industry are Photoshop, 3ds Max, and Maya. You can't put Gimp and Blender on a resume. Most of these programs have a student version that is cheap or free.
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Result in thread: Apocalypse Plans
10 days ago, 11:35 PM #2
DizzasterJuice

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I live in the prepper state of Florida where we prepare for any hurricane, asteroid, nuclear attack, or any other extinction event. We're totally stocked up on enough beer to party through it all.

Every hurricane you can tell the native Floridians from the non-natives at the grocery store. While non-natives are stocking up on canned food and batteries, Floridians are stocking up on beer.
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Result in thread: Hello All!
27th Jun 2019, 7:24 AM #3
DizzasterJuice

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Welcome!
Making a living solely off of webcomics can be done but it takes a ton of work to get there. For instance, Dave Barrack has been making Grrl Power for about 9 years and brings in about $40k per year from Patreon. Rick Griffen who does Housepets does about the same. Thomas Fischbach has been working on Two Kinds for over 15 years and makes over $100k per year from Patreon. These guys probably make a bit more from merch and paypal donations too.

There are very few people out of thousands who have actually managed to make a living from webcomics alone.
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25th May 2019, 2:23 AM #4
DizzasterJuice

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mightguy15:Thanks for the tips! This was very much in depth, in fact I'm gonna save this comment lol. And I learned that I was pretty durn stupid to use so many spotlights, they can literally only work in certain situations.

However, I must ask. You mentioned using 3Delight instead of I-ray, is perhaps I-ray just not the way to go most of the time. I love I-ray, but I don't want to use it if 3Delight can do that and then some.



Spotlights in 3dl can be very effective accent lighting, such as lighting eye area only and leaving the face dark, but turn strength way down. They're also good for creating nice forest scenes because you can use a trans map on the lens to create tree shadows on a character.

Iray has a photometric spotlight that is very versatile but the rest of it is limited. You can't tile textures, can't use atmospheric affects and cams, fog, smoke, godrays, particles, uber point lights, uber spotlights, and other effects. I would say that if you're going for photo-realism in a sterile environment go with Iray, but 3dl is more reliable in my opinion. Myself, and at least everyone I know is limited to 3 or characters in a scene with iray before it crashes in posing before you get to render stage. In 3dl I can use 20-40 characters (or more) before it starts lagging out in pose stage.

All in all I think 3delight is better for mass production of still images like comics and iray does a better job of photo-realism on small projects. It's probably more personal preference and if you feel comfortable with iray go with it. But my typical scene has 6 or more characters so iray is not an option for me. Think of iray as a photo studio and 3dl as a movie studio.
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25th May 2019, 12:29 AM #5
DizzasterJuice

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You need ambient lighting. Drop an "Uber Environment Light" set to "Occlusion w/Soft Shadows" and remove the spotlight, replace it with a directional light (distant light). Set its shadow type to "Raytraced". Set shadow softness to 5% and shadow bias to 0.3. Set the shadow on the UEL to 35% with a very light brownish color. With shadows distant lights are blocked by the building so make sure to aim it through the window behind him and it will give you some cool shadow effects. If the window is fake and not translucent you'll have to use a linear point light, which is meant to simulate a fixed light and won't look the same. If you don't have UEL sets you can use 3 - 4 distant lights from different directions but set them real low like 10% and don't use shadows on those.

In render settings use 3Delight, pixel samples X & Y about 12, shadow samples about 24, and Shading Rate at 0.5 (or less if it looks grainy).

If you want to see what all that looks like click on The Crease link below but it is NSFW.
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26th Apr 2019, 11:43 PM #6
DizzasterJuice

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3D eats up your wallet and your hard drive. Stick to 2d.
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18th Apr 2019, 6:31 AM #7
DizzasterJuice

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15th Apr 2019, 12:26 AM #8
DizzasterJuice

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It's about a year from an alpha version, maybe 2 years from release.
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14th Apr 2019, 11:37 PM #9
DizzasterJuice

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Rika as she appears in my webcomic:


And how she appears in my RPG game:


I've got a lot of detail work to do yet on this character in game but this is the rough draft. I definitely need to change her hair. It didn't turn out well in game.
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11th Apr 2019, 4:19 AM #10
DizzasterJuice

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warp9:I'd like to hear more about your game, and your experiences with the Unreal Engine.


I'm far "right-brained" so I have problems with logic and sequencing and I've always had a problem with coding my games. But Unreal's Blueprint system is a lifesaver for me. It's like coding with pictures. I love Unreal's developer tools too.

The game itself is set in a super huge single player open world with one map that is 64 km2 (8x8 km), one map is 16 km2 (4x4 km), and a 40 x 40 km open ocean multiplayer naval combat area. There's also lots of caves, dungeons, etc. to explore. The player builds trade routes for resources, hires employees, and builds ships, towns, and other facilities.

The landscape is pretty bare right now but I usually do the foliage after I get most of the p.o.i.'s built first.



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10th Apr 2019, 4:55 PM #11
DizzasterJuice

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That's so cool. I'm doing my webcomic in a game too, or I should say that my webcomic started as a script for my game. It's a massive open world 3rd person RPG with multi-player combat open ocean areas in UE4.
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9th Apr 2019, 2:52 PM #12
DizzasterJuice

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It's been happening at 8:30 am - 10:00 am EST
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Result in thread: Florida Man
21st Mar 2019, 1:53 AM #13
DizzasterJuice

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"Florida Man Charged After Setting Fire To Another Homeless Man"
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Result in thread: Fact U
1st Mar 2019, 6:18 PM #14
DizzasterJuice

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Taily:
As someone who has worked with mammoth teeth extensively (former paleontology assistant)...


One of my best friends was a hydro gunner in the phosphate mines here in Central Florida known as "Bone Valley". The gunner operates a huge water gun and blasts the phosphate to turn it into slurry, and this is where they find all teeth and tusks.

He has (or had at the time) a collection of mammoth and mastodon teeth and tusks, as well as the largest megalodon teeth I've ever seen. He also has some weird megafauna stuff like giant sloths, short-faced bears, and even a smilodon tooth.
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12th Feb 2019, 6:29 AM #15
DizzasterJuice

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Trip from Odyssey to the West, probably more for her outstanding voice acting that made her a very memorable character.
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6th Feb 2019, 6:08 AM #16
DizzasterJuice

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GMan003:So I started the actual coding work on my video game today, after months of planning and research (and yeah, a lot of procrastination). Despite working in a programming language I've never used before (Rust), some library docs being outright wrong because they're for a version that isn't out yet, and getting called in to work to deal with a network meltdown, I actually have something usable rendering. Maybe four hours of work, 200 lines of code; it's ugly flat-colored boxes but I'm actually rendering something that looks like the game. Last time I tried to do anything at this level in C++ or C#, it took multiple days of futzing with matrix math and pointer errors before I was drawing something that vaguely resembled what I was trying to make. Maybe it's Rust, maybe it's a simpler thing I'm trying to render, maybe I just finally got gud, but I actually made a solid amount of progress in half a day.

Tomorrow's task: start making it actually move when you do things.

Edit: or tonight's task! Who needs sleep when there's event loops to be written?


That sounds awesome. I'd really like to see some screenshots when you get it going. Isn't Rust basically C++ with some optimization though? Dunno, I'm never got gud with scripting at all so I use UE4's Blueprint system. It's like easy mode for me with pics...lol

My game is an open world RPG in Unreal Engine 4 with lots of naval combat, ship building, economy, trade, etc. Here's a couple shots of one of the shipyards with slipway, wind powered sawmill, and some of the shops. I haven't got to the clutter, furniture, etc yet so it looks rather bare but still a long way to go. But this is just one of hundreds of points of interest I have built or have yet to build.
(spoliered for size)
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6th Feb 2019, 1:36 AM #17
DizzasterJuice

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Any image has to be rasterized (converted to pixels) before you can print it. So go to Layer > Rasterize > All Layers OR Layer > Flatten Image, and that is what your printable version (jpg, png, etc.) will be.

The reason that the printer wants it in psd is that it can be re-sized while still in vector format without loosing definition, but the image will be flattened at some point before printing.
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Result in thread: Post your works in progress
31st Jan 2019, 9:15 PM #18
DizzasterJuice

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Some of my video game art in progress.

The largest of the 3 shipyards where the player builds their war galley.
(spoilered for size)


And one of the forts (in progress) and a trading port.
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Result in thread: So... I joined Imgur
28th Nov 2018, 5:51 PM #19
DizzasterJuice

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Kyo:I think imgur images get deleted after some period of time, so this is probably not a great idea.


Yes and no. Public images (those shared on Imgur) may get deleted after some time, but private images (not shared on Imgur but can be direct linked anywhere) do not. I have images on there dating back 5 years. So Imgur is good for promo stuff but not so good for hosting a webcomic.
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19th Nov 2018, 6:07 AM #20
DizzasterJuice

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This is the paper map I made of the main continent that is used in the story but all the rest of my maps are simulated satellite images and a few star maps. I made all of the maps with 3DSMax and Photoshop.
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