For some strange reason, some people seem to expect a degree of detail and perfection from CGI comics that they don’t expect from drawn comics. So I thought I’d make a list of excu-, er, design philosophies behind the making of TMI.
I am not a “traditional” comic artist. – I have no art training. I can manage stick figures at best. I can do decent drafting and maps, having been trained in drafting in the US Air Force. So I don’t know the standards many comics follow. I don’t even know the right terms. My layouts are “wrong” and I break “rules” all the time it seems. However, I’m reasonably happy with what I’m producing and I’m learning to get the results I want.
I’m winging it. – What I set out to produce is often very different from what I get. Most of the time this is simply a dynamic process, but sometimes what I originally wanted is beyond my ability or, worse, more effort than I can manage at the time.
Good enough. – Karen Ellis (of Planet Karen) has related to me more than once that she will sometimes draw and redraw the same art over and over until it’s just right. I follow the philosophy that sometimes you settle for “good enough.” Did I mention being lazy?
Detail. – No one complains (much) when a line art comic has no background. However, some people seem to consider it an absolute sin to not have art and other details in a scene when working in color or CGI. Screw that! First off, every unnecessary object in a scene adds to the rendering time. Unnecessary items can also distract from the story. Also, I have to have licenses for anything used to produce TMI. What I’m shooting for is a representation; nothing more. There were no monitors in the room, but you know Jaz was in the hospital. Are paintings on the wall needed for you to recognize a corridor?
Extras. – I’d love to include passers by on street scenes, other diners in a restaurant, and the occasional unnamed co-worker in scenes, but every extra person takes designing. If I’m going to design or purchase a character, they get a name and a role. Maybe one of these days I’ll find something that lets me generate random people to throw into the works.
Lighting and Shadows. – This is a weak point that still gives me trouble after 3 years. Lighting can be real complex when trying to set up a scene, and I’m sometimes forced by time constraints (or exhaustion) to settle.
Do Overs. – Maybe. I’ve gotten more than one list of grammatical and typographical errors. Sometimes I have time to fix them. Sometimes there’s other things I’d rather do.
Print Edition. – I started TMI with no intention of ever producing a print version. There’s well over 400 comics that would have to be redone for print. Boring! But on my list of things to do.
Commercializing. – I’m thinking of starting with an Ace plushie . . .
PS (7/15/09)
Outfits. – I forgot to mention outfits. Many of my characters wear the same outfits over and over. Sure I may simply not feel like “redoing” the character’s attire, but part of it is to make them more recognizable. Also the better looking clothes often cost me real money. So Carly’s rarely seen in a different “house” outfit from the pink sweater and skirt, and the gray sweater and black skirt for work. Given her prominent size and bald head, Rocky actually has the biggest wardrobe. She’s appeared in over 13 different outfits.





Meh; you’re working within a medium with limitations not found in “traditional” art..personally I follow comics for the story, which you’re doing well with, and the only time I would complain about the art if it’s so muddled as to be a distraction.
Gotta admit, that’s quite a good list of reasons. Personally I love the comic, I love the story lines and the characters. The best part is I normally don’t like CGI stories and was going to pass TMI over when I originally found it. Keep up the good work.
And I’d probably buy the Ace plushie.
I think I’d rather have a “Spooky” plushie ;p
And I agree with Pistkitty, the artwork is fine. I’m here for the story.
Honestly, it was your comic that got me to dabble in 3d art. There are things you do that I still have not figured out..and…oh gods! I know about the pain in the keister that is lighting effects! You get the light right, but the shadows are wrong..you get the shadows right, but the lighting is not just wrong, but “how the heck did that happen?!”
As for detail problems..well….I have crashed my computer MULTIPLE times trying to do some really complex renders…I would expect that, given your own computer problems, you would go for a more utilitarian aesthetic…as in, just enough details to tell where you are and what is going on…I mean, the guy that does the Requiem webcomic…yeah, he puts alot more detail..but, I would be absolutely afraid to go anywhere near the monster of a computer he has…I think it must be powered on souls, not electricity for all the details and subtle effects that guy does…
Your story flows along better that most and your “art” works well with it. I follow your work because I wish I could do it. Some folks put in details that detract from the story, but I feel you have a good mix of detail to story. If you put in tons of detail and missed your update schedule you would loose more readers than you will for not enough “detail”. Keep up the good work foe I will be there.
Powered on souls
I love that.
Requiem is actually done on a Gateway laptop that runs Windows XP with only 2 gigs of RAM, a 160gb hard drive, and integrated ATI graphics. Our production pipeline is just a lot different than yours. We’re using Carrara 5 (with the Transposer plugin which rules the world BTW) and Poser 6 for initial scene setup.
I did an interview a while back with Palace In the Sky that talked quite a bit about how Requiem is done http://palaceinthesky.com/online-comic-view/2008/10/12/an-interview-with-james-roden-of-requiem/ is where it’s at. Question #6 gets into the production process we use (and the example images re-size by using the “View Image” function on your browser Right click) so you can get a good idea of what’s going on.
I didn’t realize you were licensing artwork as you go. Who do you have to license it through? I just assumed you were one of the gazillion artists on the ‘net who used a program or an engine you didn’t have rights for and hoped not to get caught – but good for you for keeping on top of the boring legal stuff like that. Hopefully it means TMI will be around for a long time!
*looks at the DAZ Studio ad* I think he uses the same program as I do…Yeah, DAZ Studio is free(unless you buy the pro version), and one piece of content each weak is free…but they make their money off of the models, textures, and even pre-made pose stuff. Heck, the utility to set your own morphs is also a program you pay for.
Or, as I put it to a friend who had disposable income, and was curious about 3d Art: The First hit is free…. (I swear…I have spent more on content then Magic: the Gathering, or various miniatures games individually…)
I’ll admit that there are some comics, blogs, or forum posts that I’ve stopped reading part way through because of a grammar, spelling, or homophone error, but TMI is better than that. I’m a grammarian, (or grammar Nazi, as some prefer to say), and I would absolutely love if the text in TMI were perfect. But I’m still here, the story is just too good.
I would gladly go through the entire archive and make a list of all the textual errors, I’ll even photo-chop the corrections in, but the goal here is the story, the essence and the emotions of the characters. I understand Obaki’s limitations.
If I were writing a webcomic, my readers would be lucky to see two updates in the same week, even if my art was closer to that of Cyanide and Happiness.
Keep up the good work, Obaki, all we want is a great story, all we ask for are minor improvements.