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.
Creative Bloq has published an article by Djordje Ilic with 12 tips on setting up realistic lighting. The lighting is the key when it comes to selling your work. It sets the right mood, emphasizes the right details and helps you define the atmosphere. You have to admit that setting up the perfect lighting is not an easy challenge, so let’s study the tricks from the article.
Here are some of them to get you interested:
Use effects to direct the viewer’s gaze
It’s really tempting to get carried away with shiny light effects such as bokeh and glow, but use them too much and all you do is lose any kind of impact. Restrict these to strong highlights on certain parts of the image, such as metal and glass, in addition to any strong light sources.
Although this image is only a section of the Porsche, attention is drawn towards a diagonal slice in the middle, thanks to the glow and bokeh effects. I began by using lines to work out the composition of the image, and then applied the effects following those lines.
Add selective highlights
Using photographic techniques, such as a shallow depth of field, is a useful way of drawing attention to an area, but highlights can also help achieve the same result. The problem with a shallow depth of field is that all of the in-focus detail is right at the front of the image, so the viewer can find it difficult to know where to look.
In our example above, highlights are used to pick out the texture on the headlight and Porsche logo. Not only does this give a tactile quality to the image, but it helps stop the image looking flat.
Light multiple materials
Play with the angle of the source light to make the most of textures. The lighting in this image is placed to accentuate the textures. If it was placed in a different position, some of this detail would have been lost. When you are aiming for photorealism, it is by emphasising recognisable elements that you will achieve your goal.