Technically, the artist needs to (and does) credit the author of the artwork he referenced and only mention what and where from the character is. Given that, this is a 3d/gaming/technical thingie-ma-jibs website that does not (and probably shouldn't really) reflect on the circumstance of the character itself, but concentrate on creation and techniques used in creation. The name of the character is referenced, but nowhere on the original art the name Sam Riegel is mentioned. As much as critter community is nice and welcoming, this part of "CREDIT THIS OR CREDIT THAT" irritates me. IMHO, Credit is given where credit is due. This 3d model was made with learning purposes only, whereas the original art is being sold. Instead of commenting "GIVE CREDIT" comment "COOL ART OF SAM'S CHARACTER" or "GREAT CRITICAL ROLE ART". All that said, this is an amazing rendition of the original artwork of the character of critical role. As a critter, I love both this piece and the idea of other critter being so talented! Peace, a member of the wonderful critter family.
You need to make it clear that this is an interpretation of someone else’s character and credit them (Sam Reigel, from Critical Role).
As great as this is, it’s not actually “your character” so you should really credit Sam Reigel of Critical Role who created this character, and make it clear this is your interpretation of it, because you make it sound like it was all your idea.
Take a look at a new fluid simulation tool for Blender called FLIP Fluids. The engine, written in C++, is said to be multithreaded and GPU accelerated. It lets users simulate whitewater effects to create foam, bubbles and spray and also features a viscosity solver.
Here are some details on its features from the team:
High Performance. The core fluid engine, written in C++, is designed for running high performance computations and massive physics calculations efficiently. Multithreaded and able to leverage the power of your GPU, this simulator is optimized for speed.
Whitewater Generation. Create awesome large scale fluid effects with the whitewater simulator. Generate and simulate millions of foam, bubble, and spray particles to give a sense of realism to large bodies of water.
Viscosity Solver. Use the high quality viscosity solver to accurately simulate thin silky-smooth liquids, thick fluids that buckle and coil, and anything in between.
Built-in Mesh Generation. The built-in mesher generates highly detailed meshes so that your fluid surface is render-ready immediately after simulation. This mesh generator is memory efficient and able to produce meshes containing millions of triangles without requiring massive amounts of RAM.
Fracture Modifier Support. Create interesting destruction simulations by using the FLIP Fluids addon with the Blender Fracture Modifier branch. The fluid engine is optimized to support fractured objects that may contain hundreds to thousands of individual pieces.
Excellent User Experience. The addon interface was designed with a focus on functionality and usability to create a comfortable workflow. View simulation progress, meshes, and statistics in real-time. Pause and resume simulation baking- even after a Blender crash. Create and manage your own preset settings. Quickly apply materials from the fluid material library.
Flip Fluids has been in development for several years and the team is now seeking beta testers. You can learn more and join the party here.