(designer)John R. Jones
(thesis advisor)David Benjamin Kanter
(thesis advisor)Chris Prentice
(thesis advisor)Nino Mendolia
Though the comic book industry has used digital art to enhance comic book illustrations and to create a visual composition that approaches photo-realism, it has failed to utilize 3D modeling software. Traditional illustration is a faster and more cost effective method of developing comic book art than 3D modeling. However; 3D modeling software, such as 3D Studio Max or Maya can create highly detailed and photorealistic visual compositions not possible through traditional illustration and should not be overlooked as a possible tool for visual expression in comic book art. This project explores the process of adapting 3D modeling software into the visual composition of a comic book by combining conventions of traditional 2D illustration, processes of 3D character and setting modeling, and lighting and framing methods of cinematography. The goal is to develop a reusable process for modelers and illustrators to create 3D modeled comics for print publication.
Dustin Smither. The Process Making of a 3D Modeled Comic Book.
2007. Parsons School of Design MFA Design and Technology program theses; 2007. New School Archives and Special Collections Digital Archive
. Web. 17 Oct 2019
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