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.
Marmoset has published a new Hexels guide by Mark Knight to creating seamless pixel art textures and exporting a tileset for 2D game development. Learn how you can build a confectionary themed tileset and use it to prototype a level layout.
Here is a small piece to get you interested:
To start, I used Pixel Layers on the ‘Squares’ template and enlarged my canvas size to 275×150. This allows for plenty of room to move shapes around.
Creating the seamless ‘fizzy drink’ texture.
I created a solid 32×32 square to form the background of the tile. The next step was to draw a series of circles on a new pixel layer to represent bubbles. The bubbles are offset from the tile for the following demonstration.
I tested the tileability of the pattern by double-clicking the ‘bubbles’ layer and ticking the ‘Wrapped’ box in the Layer properties window. This shows how the image repeats and where components needed to be repositioned to avoid seams.
I moved some areas horizontally and vertically to their corresponding positions.
Make sure to study the full guide here.