There was a discussion a while back about why there are so few 3D comics in general and even less popular or successful and it pretty much boils down to the fact that 3D can be much more labor intensive than 2D due to the nature of 3D graphics itself. As I've mentioned in that discussion, 3D is mostly accurate while 2D is mostly approximate so you cannot just make a few squiggly lines or shapes and call it a tree or a crowd of people; in most cases 3D primitive will look like a 3D primitive and nothing else. This can lead to very big problems because in order to construct your scene, you'll pretty much have to model everything explicitly and oftentimes you'll have to model additional stuff that's not within the view at all, but is needed for proper reflections and\or light distribution. There are solutions to these problems like using NPR and many other things, but in general you cannot just pick it up and start working like you would with raster 2D because even some rudimentary things will require at least some experience in making 3D graphics. 3D has many big advantages over 2D, but you have to know how to utilize them properly.
So that was a discussion in a nutshell and as a person who works on his own 3D comic I can tell that there are many things besides models, textures and lighting that you'll have to take care of because in order to withstand the huge workload you'll have to optimize your working pipelines and that alone can take more time than the process of utilizing them.
If you still want to try, I would strongly recommend you to look for techniques used for making games because game development has one of the most efficient working pipelines I've ever seen and learning them can be the thing that will help you to make it through.
By the way, what software do you use for making your stuff?