Okay, I lied. Another render today. This is the more continuity-correct version of the storehouse.
I like using 3D rendered sets because while some might argue they don’t go well with hand drawn art, I like their utility.
What I like most is being able to lay out a set, shoot it from any angle, and keep things geometrically accurate. And this business with the ambient occlusion is only for stuff in the untextured WIP phase. With toon shaders on everything this stuff fits comic strips pretty well.
There are a few main advantages and restrictions I find to using this.
Pros
1. Geometrically accurate shots from any angle. I can model something once and render it from any angle. To keep things consistent in hand drawn backgrounds I have to draw maps of the various places. I found that modeling the whole thing in the first place wasn’t much more work than keeping up to date maps of the locations.
2. I think it actually helps me draw characters in interesting perspectives sometimes. Often I’ll draw a thumbnail of a panel from a relatively humdrum perspective, and when it comes time to render a background frame I’ll end up finding a more interesting angle, so I have to draw the characters in at such an angle.
Cons
1. About 60-80% of the work for a location has to be done before it can be used. An outdoor location has to be mostly complete, while an indoor location can get away with several unfinished rooms if they’re closed off from the viewer. At any rate, if work is slow on a new set, or even on a new part of an existing set, I have to slow the story down to avoid moving into those parts until they’re completed. Sometimes it works, sometimes it’s annoying. In an ideal universe, I would have a scheduled daily time for 3D work, and when I’ve mostly completed the current set I would get to work on the next one and have it done by the time I need it. In reality, I slack off, especially when I get a set completed and I think I can coast for a while.
2. There’s a really delicate balance between what should be drawn in and what should be modeled. On some levels it’s clear — backgrounds are modeled, characters are drawn. But there are objects the characters have to interact with. Doors and furniture seem good modeled, but it’s tricky to figure out which way to go with the smaller objects that people move around and handle.