@isaacfriedman Thank you for this topic!
I’m right now working on a CGI Graphic Novel and all I read here, I think is a really helpful conversation
with a lot of constructive criticism. Seems to be a great community here @tapastic. I made my thoughts
about CGI Comics since I started with my project 2 years ago and I think, maybe it’s interesting to share.
WHY DO CGI COMICS EXIST or HOW TO PROVIDE THE REALISTIC STYLE OF COVER ARTWORKS
THROUGHOUT AN ENTIRE STORY?
I started with a simple question: Why is the discrepancy between the Cover Art and the actual art content in
comics still there? In most Superhero Comic Books when I compare the front cover with any full page splash
screen, or the overall artwork inside the book at all, I clearly can see the differences in style and in the amount
of details. I know, there are strong reasons for this, one is timesaving, like less details are providing faster production
and another is the level of abstraction the creators want. And that’s great! All creators of sequential art need
to find there preferred ways of visualizing there story’s. But why aren’t most of these comics holding there
advanced amount of details of the cover artworks throughout the story, when there is something like CGI
and 3D Environments?
That brought me to another question.
DO CGI COMICS REALLY EXIST?
When I read your topic I was kind of surprised, that there are only a few examples out there of what i think meets
the definition of a CGI Comic. Sure, my personal affection with highly detailed artwork plays a big role in this 
But beside the questions of styles, there is the craftsmanship of how the artists build the underlying structure of
the images. In most cases when professional comic creators use 3D Software, to build environments or characters,
the final image is still a collage of different techniques and multiple images. Almost every comic is in part a mashup.
A layering process where images, words and all kinds of graphical storytelling tools struggling with the gutter.
I think the biggest differences between traditional comics and CGI comics are the workflow and the reality of a camera.
Because it changes the source image.
When I started to build my first characters and the first set’s, I realized two things. First that I was building something
that was more like an animated movie and not necessarily the foundation for a still image, and second that I’m not the
movie guy. I’m a comic guy and I wanted to tell an epic story without any restrictions or visual limits.
A fully 3D Environment provides all that and if so, then CGI Comic means for me:
Picking stills from an animated movie environment ( that you need to build ) and transform them into a of sequential piece of art.
So I changed my workflow into something that actually gives me the full control over my scenes.
Great Lighting, advanced Camera views and to tweek it a little bit more - Atmosphere and Gravity.
I’m thinking sequentially but I also want my characters to appear in a realistic world, where I’m able to work with my characters like
a movie director works with his cast on the set. There is no layering in the source images. Every image is a photography.
I think that’s a real difference in perception.
When the Characters really appear before the camera, on set, under physical circumstances inside the 3D Application,
it also changes the way of working with storyboards in the first place, because the workflow integrates the storyboarding process
into the actual shooting.
So, I hope it’s ok to share a stream of conscience
Here’s a prototype scene. ( As a new user I only can put 3 images inside this post, sorry for that ) Feel free to comment and if you are interested in the ongoing production find me on twitter. #amokcomics
