Thorvald of Lym
A Little Sketchy
That's all well and good, but what does this do for DYOS?
As you said in one of your pieces of art when everyone was going “ZOMG Y U NO MAKE DYOS COMIC 24/7 THOR?!”. These sort of projects for me are therapeutic (especially when I’m taking breaks from a stressful competitive match in Overwatch). These side projects like these give me the encouragement and momentum to push through.That's all well and good, but what does this do for DYOS?
I still cringe at my early work. I honestly, for me, don’t know if it’s a sign if I’ve gotten better at writing since I’ve yet to start my new For the Republic series.But hey, it's not all bad, and to some extent I'm glad I can cringe at some of my earlier work, because that just tells me I've gotten better and know how to write things better now.
This marks 8 years of my drafting the only 2 pages I ever did... Damn
As I'd said in direct correspondence, ever since you'd started working in SFM I thought the pages were too dark, whereas the raw shots look more like the old Gmod lighting. Personally I prefer it, though after pages of high-contrast now the new comic feels a bit washed-out. If you didn't want to give it up completely, I'd just say be gentler with the rebalance. Giving us a side-by-side would make it easier to weigh in.Looking for feedback in regard to my comic in terms of visuals. Prior to my latest comic, I've done heavy post-production for each picture before I compile them into a comic. In the latest comic, what you see is the raw image that came out of Source Filmmaker with no post-production techniques done within GIMP. The plus side is that it cuts down time significantly. Shall I continue with this new process or return to the old process?
As I'd said in direct correspondence, ever since you'd started working in SFM I thought the pages were too dark, whereas the raw shots look more like the old Gmod lighting. Personally I prefer it, though after pages of high-contrast now the new comic feels a bit washed-out. If you didn't want to give it up completely, I'd just say be gentler with the rebalance. Giving us a side-by-side would make it easier to weigh in.
Well, moving forward in my comics. I’m planning on not overdoing volumetric lighting (I presume that’s where the washed out complaint comes from). C is something that I’m planning to utilize in cases to simulate a dusty place or foggyness. A good example of that effect is the picture I made of Niraende and Peter when I used volumetric lighting on lamps used on the background objects to simulate foggy and fine particle snow. In regards to background details on how sharp or blurry I make it, I mostly let depth of field do the heavy lifting.Toss-up between C and D depending on how legible you want to make background details.
And there lies the rub since I take the renders at 4K resolution and squishing them down to size makes it a challenge to tell them apart.I honestly can't tell the difference between AO settings other than how they compare to D. Though these are like 4x the size of my screen so I can't view them at full scale.