Novel to Comic Lesson 4: Character Design by Torkuda, literature
Literature
Novel to Comic Lesson 4: Character Design
We're gonna go over character creation a little here. Remember, we're shooting for a design to trace or reference not an exact model. Colors, exact pieces, none of it really matters, at least in theory. The 3d part here is not going to be your final product.
So when creating a character, here's a view of the process I go through.
First I go into a program that supports Poser/DAZ models. My favorite is Carrara, however that program is being phased out, so I suggest learning Studio- which is free.
I pull out a genesis model, which is also free at the moment.
Now I need a character description.
I know the basic description of one of my
Novel to Comic Lesson 3- Making a Scene by Torkuda, literature
Literature
Novel to Comic Lesson 3- Making a Scene
Heads up, this is an overview of the elements of a scene, later lessons will go in depth as to how to make the elements and how to construct specific scenes (like how lesson 2 provided some guidance on making city scapes).
A scene, in this case, means a quick assembly of all the parts contained in a section of your story. A new “scene” occurs every time your characters are in a new environment- such as- inside a car or van, inside a building, outside, outside in a new location, inside a new room inside a building...
(Your character arrives in his sister's room- scene 1 Your character is now in the car with his sister heading fo
Novel to Comic Lesson 2- Building Templates by Torkuda, literature
Literature
Novel to Comic Lesson 2- Building Templates
Today we're going to tackle what is likely to be a huge issue in building a comic, especially one that is set in the city- those pesky background buildings.
The solution is simple- building templates.
To be clear, if a structure is important and you'll be visiting it time and time again, maybe just go ahead and model the whole thing, just in case, but buildings of no importance, that just have to be there- there are several tricks to making these. One, don't bother modeling an actual street from the real word unless that level of detail really matters to you. You can create generic buildings-
Garish looking huh?
But let's analyze this