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.
This is a very cool project, which got insane popularity on the web. Peder Norrby from Sweden shared his experiments with the illusion of depth, which is created with iPhone X. The video describes it best. Soon the app will be available for free on AppStore.
Using the position of an eye and the device screen rectangle a non-symmetric camera frustum can be defined. The frustum defines an off-axis projection that when used for rendering on the device allows for objects appearing in front of, and behind the screen of the device.
If you are an experienced Unity + iOS developer you can download the source code and build the app to your iPhone X but if you just want to try the app you can grab it free from the AppStore [in review, coming soon].
I cannot give support on how to use Unity and build the app. Only get the source if you know what to do with it.
Full source code is available here: TheParallaxView on GitHub
(Unity and Unity’s ARKitPlugin required)
Implemented in Unity with UnityARKitPlugin. The technique should easily transfer to native iOS apps and other devices.
Although you are welcome to use the code (under MIT license, basically with attribution) the point of sharing the code is more to show the technique to other developers than to serve as actual code building blocks.