Making of Javantea's Fate 7

What about this super-punch? Well, Jav's going to start using these super-punches more often. He learned them a little while back. The cool thing about super-punches is that when they strike, it condenses water in such a way that it looks pretty cool. No special effects, no smoke in mirrors. You can do this with a little science trick. Just boil water and put a lid on it. Steam will rise. What you see is not water vapor, but rather water vapor condensing into water. You see, water vapor is completely invisible. It's all around us in the air we breathe. With Jav's super-punches, he hits so hard and so fast that the fist compresses air to high pressure, the person flies so fast that the air expands, cooling it (due to thermodynamics) leaving super-heated water vapor that turns into super-cooled water for less than a millisecond. Of course, you see it in the picture as a translucent object when really it's just water.

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Making of Javantea's Fate 11

So, who is she? She's a new character. I'm going to need approximately 500 characters for JF, 150 of them original and the other 350 will be based on the first 150. So far I have about ten. Five of those are original and only one of them is at the professional level that I'm looking for in JF (the Rave Kiddie Model). So, what do I do? I make characters from scratch day after day after day. I draw them on my yellow pad, digitize them with my webcam, trace them with Corel Draw, finish them in Corel Draw, model them in MilkShape3d, and import them to AltSci3d Manga Director. Tough process? Heck no. It's fun as anything I can think of, really. That's why I'm doing this in my spare time. If I found soccer to be more fun than this, I'd surely be playing soccer.

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Making of Javantea's Fate 23

This picture was a bit rushed, but it's a pretty decent picture. The faces definitely weren't rushed. Using the AltSci Relative Face Manipulation System, I built the face on the right. I added facial features (eyes, hair, nose, mouth), and finished. By that time, I had the second person's face already in my mind so I took the Face and morphed it into the face on the left. You can't recognize it, can you? Well, of course not. I disguised it. But you might be able to see that the vertexes are n*m pixels different from other face (where n is an variable integer and m is an constant integer). Heheh. Too much Quantum Mechanics. My final was this morning. I failed the class, sad to say, but I'll survive. Perhaps JF will not.

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Javantea's Fate Scene 5, Page 5

The long-awaited Page 5 of Scene 5: Final Showdown! I kinda like how it looks right now, even though the boxes still don't flow. Today's lesson is looks. If you're getting into the comic book making business, I have some very important ideas for you today. While a comic's plot is extremely important, aesthetics can make or break your plan. So if you are the drawer rather than writer, I encourage you to think about what look you are trying to achieve. With Javantea's Fate, I want a vibrant use of colors and 3d. I want people to look at it in it's digital format and be amazed at how beautiful it is. I want people to look like they act. I don't want any ugly people, places, or actions. It's important that lighting be maintained perfectly throughout so that no person's face is shaded out. But I don't want it to be washed out. Much of Javantea's Fate up to now is both. Trust me when I say that I'm going to redo all of JF up to now and even after. This is just a trial run and right now my lighting looks like arse. I'm working on fixing it -- big time. But when is it good to use poorly-lit scenes? Scary alleys, ugly places, and when characters are sleeping. When do you want washout (no shading)? For super-simplified scenes, very pretty people, and often background scenery. But one problem with very-low poly scenes is that the shading doesn't look very good. You see, the shading has to do with number of verticies in your model. If you have 400 verts rather than 800, you're going to have a poorly shaded model no matter what you do. So washout is acceptable for the majority of the model. But you should get shaded parts on the sides. That gives you a good 3d idea. Textures can give away 3d shading techniques, yet I don't want them in JF.

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