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.
Having a hard time setting up lighting in Unreal? C-Media shared a nice guide to dealing with different lighting scenarios in UE4. Tons of tips and tricks on advances tools and techniques.
In this tutorial I will be giving an overview of every type of lighting actor as well as some more advanced lighting tools and techniques available within Unreal Engine 4.
- Intro/Point Light – 00:13
- Spotlight – 13:21
- Bounce Cards – 17:10
- Light Functions and IES Profiles – 22:36
- Volumetric Light – 28:57
- Skylight – 35:19
- Advanced Dynamic Lighting – 41:47
- Light Propagation Volume/Directional Light – 46:54
- Static Mesh Emissive Lighting – 58:24
- Modulated Lighting – 01:07:51
- Post-Processing – 01:10:40
- Lightmaps – 01:23:59