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Webcomic 3D-2D test.

I spent the last weeks trying to figure out a way to render my webcomic "Flatlander" using 3D character and assets, so that I could focus on the storytelling instead of the drawing itself. I'm a 3D animator and with one year of publishing my comic online, I noticed I need to focus on my strenghts if I want the comic to be better. This way I'll be able to pose the character, thinking more on the gesture, stablish the camera on a 3D space, being able to do more quick corrections. The perks of working on 3D, naturally.

MNPRX render of the 3D character. Toon outline on the background.

MNPRX render of the 3D character. Toon outline on the background.

Lineart on Procreate. The toon outline wouldn't give the results I wanted it to look on the character, so drawing the lineart on Procreate was the best option.

Lineart on Procreate. The toon outline wouldn't give the results I wanted it to look on the character, so drawing the lineart on Procreate was the best option.

Overlay, multiply and color correction layers on Procreate. Paintover on the background shades, lights and outlines.

Overlay, multiply and color correction layers on Procreate. Paintover on the background shades, lights and outlines.

Final panel. Added layers for lighting over the character.

Final panel. Added layers for lighting over the character.

The first test I shared. Here the character outline and color was rendered in Maya, with colored lights. Also the background had texture. At the end it was too much info, too much colors and shades, and less control over the scene.

The first test I shared. Here the character outline and color was rendered in Maya, with colored lights. Also the background had texture. At the end it was too much info, too much colors and shades, and less control over the scene.