Sorry guys, missed this. We'll credit the artist, sorry!
Looks beautiful. Thank you for the information.
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.
Tor Frick is back with an awesome UE4 project. The artist used Unreal and Quixel SUITE to build a stunning cinematic with a sci-fi cockpit. Tor was responsible for some of the impressive mechs and other designs from Fallout 4, Wolfenstein and other well-known games, and it’s always nice to see his personal art.
Here are some details on the project:
A small cinematic with my cockpit booting up. Started this a few years ago as a workflow experiment. Shelved it for a long long time but recently took the time to finish it up. Everything is made without a dedicated high/low poly, using another approach that I will detail more in a blog post.
Textured everything using Quixel SUITE. Ran into a bug in Unreal at the last minute, so had to capture everything real-time in-game, so at least it runs! Took the time to make this a bit of a study in cinematic lighting, camerawork, etc., using audio and so on. Texture resolution ended up being quite obscene, in some areas equivalent to a 32k texture per 50 cm for the texel density.
A little is known about the approach here, but Tor is going to share more details in a blog post, so stay tuned. Make sure to discuss the project in the comments below and tell us about your works.