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.
Dana McAllen is a member of the urban exploration association that is currently investigating remnants of the worlds previous civilization. She initially made her debut in the Tunnelrunners side comic. She has been Ian's closest friend since early childhood, and is still his closest confidant.
Lots of interior shots, and an overhead. Truform just rocks, BTW…their interiors look incredible, and are very resource friendly, and they have been showing up alot as comic locations…
Parts of Starfall, a hotel room, Adah’s home, Ishara’s home, and an office have all been used a time or two.
One thing to keep in mind is that I’m doing a lot of re-texturing on each piece (even things that are as great as Truforms stuff is.) The main issue is the specularity of items in world going from one program to another. Things look shiny and oily. So, I have to go through and re-tweak a bunch of stuff. In addition, any reflective metal surface always needs to be redone. The reason is because shiny/reflective metals are traditionally done procedurally (tweaking reflective and colors setting within the program) instead of using an image map (like on furniture, and people skin, and the ground and such). And procedural textures (reflective metals, water) are not compatible between programs.
It’s not. It also depends on what program you’re using as well. Overall, it is quicker…and programs like DAZ Studio do make it easier (even though I’m not a user of it) It is easier than hand drawing/painting it yourself. Plus, once you have the work done on a scene, you can just open it up again and use it as much as you want. But there is a learning curve here, and unless you are making everything yourself, content costs.
The cover you showed me would be pretty easy though, actually. It would probably take a couple hours of build time, depending on just how much work you put in to the castle object itself…and longer of course on the render time (depends on what resolution Amazon needs for their e-publishing)
I’m using 8.1. They changed somethings with the way their clothing conforming works (and how it works with older characters, which Requiem has a lot of), so I have been sticking with the 64-bit 8.1 version
I also use Poser 2014 Pro, and a number of earlier versions due to plugins that work only in earlier Poser versions.
Top down views are included as well. I made some modeling changes on some of the interior work/furnishings to suit, but it is close enough to give you the idea.
My bet is on an underground garage complete with maintenance area and parts warehouse. There is also likely, hopefully, automated sand removal equipment. I can definitely see why Enki chose this location for his facilities though, sand dune will hide anything in rather short order.
30 miles is a damned long tunnel. I went through the Gothard last summer and there is also the Chunnel, both took YEARS to build. Enki would have used more practical surface transportation, except under extreme circumstance.
https://www.renderosity.com/mod/bcs/compact-home/108988/
Lots of interior shots, and an overhead. Truform just rocks, BTW…their interiors look incredible, and are very resource friendly, and they have been showing up alot as comic locations…
Parts of Starfall, a hotel room, Adah’s home, Ishara’s home, and an office have all been used a time or two.
https://www.renderosity.com/mod/bcs/vendor/TruForm
This is also tempting me to make my book covers this way.
One thing to keep in mind is that I’m doing a lot of re-texturing on each piece (even things that are as great as Truforms stuff is.) The main issue is the specularity of items in world going from one program to another. Things look shiny and oily. So, I have to go through and re-tweak a bunch of stuff. In addition, any reflective metal surface always needs to be redone. The reason is because shiny/reflective metals are traditionally done procedurally (tweaking reflective and colors setting within the program) instead of using an image map (like on furniture, and people skin, and the ground and such). And procedural textures (reflective metals, water) are not compatible between programs.
It’s not. It also depends on what program you’re using as well. Overall, it is quicker…and programs like DAZ Studio do make it easier (even though I’m not a user of it) It is easier than hand drawing/painting it yourself. Plus, once you have the work done on a scene, you can just open it up again and use it as much as you want. But there is a learning curve here, and unless you are making everything yourself, content costs.
The cover you showed me would be pretty easy though, actually. It would probably take a couple hours of build time, depending on just how much work you put in to the castle object itself…and longer of course on the render time (depends on what resolution Amazon needs for their e-publishing)
Bottom line, I need something completely fresh. Oh well …
Carrara
http://www.daz3d.com/carrara-8-5-pro
I’m using 8.1. They changed somethings with the way their clothing conforming works (and how it works with older characters, which Requiem has a lot of), so I have been sticking with the 64-bit 8.1 version
I also use Poser 2014 Pro, and a number of earlier versions due to plugins that work only in earlier Poser versions.
https://www.renderosity.com/mod/bcs/tropical-villa-bora-bora/99770/
Top down views are included as well. I made some modeling changes on some of the interior work/furnishings to suit, but it is close enough to give you the idea.
I am enjoying the comic, thank you.
Glad you enjoy it

I saw the typo when I checked the site this morning….I’ll be able to fix it when I get home from work in a few hours