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.
Build engine developer Ken Silverman has finally shared a working version of the engine’s unfinished successor called Build 2. It’s kind of big deal if you think about the legendary titles created with the help of the original Build, like Duke Nukem 3D, Shadow Warrior, Blood, and William Shatner’s TekWar.
You can now learn how Build2 games could have looked like. Sadly, Silverman hadn’t seen the project through, so we didn’t get any games built with the second iteration. The developer shared a build of the engine you can now download. You will also get an editor and some script samples.
Some new features of BUILD2 over the classic Build Engine:
- Native Windows, 32-bit color, 6 degrees of freedom, pure CPU rendering
- Native support for the sector over sector (SOS).
- Advanced lighting system with true dynamic shadows, colors, spotlights.
- Multi-user editing with client-side prediction.
- Powerful scripting compiler in EVALDRAW.
- Full RGB color mapping.
- Voxel sprite support.
- Skybox support.
- No sector/wall/sprite count limits.
Silverman states that he started developing Build2 back in 2006 and introduced it in a summer camp in 2007 to give kids an idea on how to make 3D games and gather some feedback. After a few years, enrollment dropped off at the camp, and Silverman lost interest.
This move can probably be linked to the recent release of 3D Realms’ Ion Maiden created with Silverman’s Build engine.
The news is kind of sad, but it’s still nice to get your hands on the second version of the legendary engine, right?