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.
Foundry has released Modo Indie 11.2V3, its feature-limited version of the tool on Steam. The 11 series brings tons of new features to Modo, now also available to Indie users, like modeling and procedural modeling improvements such as OpenSubdiv 3 support, new MeshFusion modeling features, enhancements to Auto Retopology, and more.
Introducing Modo indie 11
Modo indie 11 delivers enhanced modeling workflows, accelerated performance and improved productivity, together with extended interoperability in a more accessible, reliable and affordable package. Cementing its position as an industry leader in modeling, Modo indie 11 continues to enhance workflows for both direct and procedural modeling, MeshFusion advanced Booleans and UV editing. Performance is accelerated across several areas—especially animation, deformation and rigging—while a large number of workflow enhancements also improve overall productivity. The series also extends interoperability with Unreal Engine 4 and other applications in Modo’s ecosystem. Finally, Modo indie 11 offers a more accessible and reliability packed into an affordable solution for game hobbyists and enthusiasts.
Differences between MODO indie and full Modo:
- OBJ, FBX, glTF 2.0 export limited to 100k polys
- Bake and render resolution limited to 4k
- Command eval options unavailable
- Command, scripts, and command history panel results unavailable except “undo” and “history”
- Python editor, third-party scripts, and third-party plugins unavailable
- Can import all formats, but can only save in .lxf format
- Export formats limited to OBJ, FBX, and glTF 2.0
- Image save formats limited to .png, .jpg, .tiff, .tga and .exr
- Network Rendering is disabled
You can find more details and get the tool here.