sounds great,hope your up to it,seems like a massive amount of work.good luck
UPDATE:
Iāve been procrastinating. That is all.
UPDATE (for real this time):
So I decided to try and render out the first town sequence. I had 20 Villagers, 2 Carpenters and 5 Iron Soliders along with a quick mockup of the town square. My computer crashed. I lowered it to 10 Villagers and 5 guards. Crashed again. Then I lowered it once more to 5 Villagers on the Land render scene from earlier (tented one) and it crashed again.
It seems to me my computer isnāt capable of rendering too much on screen at once. I was even experiencing lag and performance issues when I was posing the models and moving the camera. This is absolutely terrible for the project. I donāt know if I can bring you guys the quality of media I wanted too. If I canāt even pose without crashing I can see a metric ton of issues that I probably wonāt be able to handle.
As it stands I am still doing more tests to see what I can do. Personally this is very depressing for me, I finally got the first chapter of writting done, and now my computer and financial issues are keeping me from doing what I enjoy doing, (I mention financials because I have no money to upgrade or purchase a new computer.)
Still testing.
Thatās⦠unfortunate. I hope you can figure something out!
BTW, are you trying to render videos or the comics you spoke of? I forgot if you were going to stick with videos or do comic strips instead.
This is for the Comic.
I didnāt think images would be that painful to render⦠Iām really sorry that you canāt render them properly. Hopefully youāll figure something out.
Well,when you have characters + the landscape + the props + whatever else makes the scene look good.On a old or bad computer it can be taxing, not to mention the amount of passes I have to do to make the pixelation disappear.
Have you tried playing around with the performance settings? Theyāre under the rendering tab and might help, other things might be to try approximate method under environment or to move everything that isnāt visible in the scene to a different layer. It should possible to pull off if you ply with the settings enough.
Aw such a shame,I was really looking forward to this.Oh well Iām sure you will figure something out.
@Pandemic Recently I have found this blog post on ā13 Ways to Reduce Your Render Timesā. Maybe something like item #10 could help?
SECRET RUN STUFF UPDATE:
So, I finished testing everything I could think of :/. I decided to continue testing while trying to be productive. I will be testing out the ideas in the link @voxel_pirate shared in the coming days.
In the mean time. I decided that Iād try to get back into 3D Sculpting in Zbrush. I was never really good at it, but I never was good with Blender until I got inspiration from people on theforum here ( @TobiasSabathius, @voxel_pirate, @Pepe etc.) Just to name a few. So, I decided to take a small project onto try to ease my way into the program. That project is turning my favorite model I ever made in Qubicle into a cartoony model that isnāt voxelled. If I get some where with it it just might make this into something bigger 
Be careful not to subdivide it to much, it makes the model smoother, but it also increases render time and adds some stress to the computer after 3-4 subdivides.
UPDATE:
Sadly saying, the new settings for rendering help the time. BUT thereās a big butt in the way. Blender is still having computer crashing issues. Over the last few days of testing Iāve crashed about 10-15 times. I will continue tossing out rendered images and I have started again today posting models on the Template Forum(I posted ALL 4 of the new crafters [Carpenter, Blacksmith, as well as both Weavers]).
This is be the case until I get a better computer, I am going to be testing livestream softwares. I feel bad that I have been working tirelessly along with Nuke refining the story and hyping up this series and you guys not seeing anything of it aside from teaser images and small story segments. So, Iām going to try to livestream some qubicle time for you guys. (hopefully)
TO TESTS (getting sick of saying that)
EDIT: Iāve found some good settings. Iāll do my first test stream at about 2pm EST tomorrow afternoon, just to make sure I can do this often I will be asking people for settings help. I will most likely be modeling something up quick in Qubicle nothing important. Just a test.
iāll definitely tune in, if im able⦠taking the day off to help with the first day of school (1 in kindergarten and 1 in 1st grade)⦠![]()
I shall be joining you for that
and if I donāt, my maths has failed me 
Stupid Australia, Thatās 5AM here. @Pandemic Iāve been looking at how qubicle exports models and I think I found a useful trick for you, could cut render times by over 75% maybe crashes as well. Give all the objects the decimate modifier and set it to planar. Pics below to help if you donāt know what they are.
The modifier menu is just a few spots left of render. Also observe that the objects are a grid of closely packed vertices, edges, and faces.

Set the angle to whatever you want as long as itās bigger than 0, 15 is the default and works fine.


Tada, Now all those grids are gone (Note: I used duplicate and apply, you canāt see this otherwise) cutting the amount of faces from 1130 to 162 presumably decreasing render time and crashes.
This works really well, I had for gotten about this, @Pandemic this works amazing.
nice work @Xavion! ![]()
we really need to compile these⦠@voxel_pirate has a great ātipsā thread here⦠i wish there were a way to ācopyā a post between threadsā¦
There you go, I just copy pasted it from the edit screen and tweaked it a little bit to not reference this thread so much. Youād need someone like @voxel_pirate or @Froggy or someone who has some larger more detailed models to test it to work out how useful it really is though but it looks pretty good.
PROBLEM FOUND! Apparently it can screw up textures, be careful people.
This messes up the texture and colors on models, the grid lines are gone but now they look like a Picaso painting when textured
A for effort though
