9/23/2024
Due to family medical issues, Requiem is on indefinite hiatus.
An elderly family member of ours took a bad fall on Labor Day night, and we’ve been dealing with the aftermath ever since. Hopefully, things will get sorted out, but as of right now, doing a daily comic is not something my schedule can allow.
Sorry to have this happen, but as everyone knows, real life comes first….and at least we don’t have too many running storylines on the backburner.
House Tindal. Physicist, Head of the Crystal One development team and all around curious man. A late term cancer patient, Dr. Gage heads out to Bellisarius Territory to settle his own curiosity about some flaws in the eyewitness reports. He now finds himself spending the last days of his life with his reformed team of Crystal One scientists in an attempt to prevent the literal end of the world.
Jessica Tindal is the new appointed head of House Tindal. Jessica is 33 years old and spent a number of years as a professional musician (Bard) before being chosen for leadership.
Looking back, these early models were kind of terrible compared to your recent work. It’s cool to watch an artist improve over the years, and I’m glad I’ve had the opportunity to be on this trip with you for the past fifteen or so years.
It’s not just my abilities….the tech and resources have progressed so far that back when these were done, the tools just didn’t exist in the home PC side of things to do what I can do with them now.
What most people don’t know who read this comic, is that I spent years stockpiling models and things that I wanted to use, but knew that I couldn’t until 64bit versions of my main software came out (because if I used those models, my programs wouldn’t even have enough memory to run)
The two biggest milestones were March and May of 2010….During that time I upgraded to my first 64bit computer system (one of the early i7’s) and Carrara 64 bit came out in May (and I bought it on May 27, 2010)
The first step let me step up to the 4gb memory limit on Carrara 7 which I was using at the time which allowed things like the Clocktower Interior to be rendered out for the first time will all the reflection and Crystal Spiders 😉
The second step was May 27, 2010 when I was actually able to truly start stacking multiple people in a scene at the same time without having to have multiple file copies of room files. Not too mention being able to totally crank up the render quality of things. There were a few hiccups, but you can see the dividing line right about there.
Looking back, these early models were kind of terrible compared to your recent work. It’s cool to watch an artist improve over the years, and I’m glad I’ve had the opportunity to be on this trip with you for the past fifteen or so years.
It’s not just my abilities….the tech and resources have progressed so far that back when these were done, the tools just didn’t exist in the home PC side of things to do what I can do with them now.
What most people don’t know who read this comic, is that I spent years stockpiling models and things that I wanted to use, but knew that I couldn’t until 64bit versions of my main software came out (because if I used those models, my programs wouldn’t even have enough memory to run)
The two biggest milestones were March and May of 2010….During that time I upgraded to my first 64bit computer system (one of the early i7’s) and Carrara 64 bit came out in May (and I bought it on May 27, 2010)
The first step let me step up to the 4gb memory limit on Carrara 7 which I was using at the time which allowed things like the Clocktower Interior to be rendered out for the first time will all the reflection and Crystal Spiders 😉
The second step was May 27, 2010 when I was actually able to truly start stacking multiple people in a scene at the same time without having to have multiple file copies of room files. Not too mention being able to totally crank up the render quality of things. There were a few hiccups, but you can see the dividing line right about there.