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.
The new S2 ENGINE HD offers dizzying performances including all the most advanced techniques in 3d real-time and videogames. As for Physics, Audio, AI, Assets Importing, the graphics system is implemented in a separated module (DLL). Virtually you can implement your own rendering engine in order to have more than one graphics subsystem and choose which to use in the startup configuration
Flexible animation system
The Animation Blending system has been completely changed from the previous. In S2 ENGINE HD animations are organized into channels, in each channel an entity can simultaneously run multiple animations, each with a different percentage. For example, 20% walking and 80% running, or, can have a percentage of strafing in relation of the “aiming” direction.
Compared to its predecessor S2 ENGINE HD has a specific module for the Artificial Intelligence management. It is mainly engaged in the management of steering behaviors, pathfinding and combat tactics just like cover points. In this new version AI entities (agents) are able to see and hear everything is happening around them. They can be programmed, using the scripting language, to respond to stimuli from the outside through their senses.
3D Audio System
The audio engine also has been enhanced from previous versions. Now you can have the ability to manage the blending (i.e. mixing) between more music tracks. You can also manage the Pitch of sound sources.
All-In-One Dev Tool
S2 ENGINE HD comes with a brand new development tool that allows you to quickly and easily create game prototypes. The user interface of the S2 ENGINE HD development tool has been fully programmed using the interface system of Engine itself that, in turn, is built on the rendering device.
With this system it will be easier for us, in the next future, porting the engine to other systems such as MAC-OS or LINUX. It has also enabled us to achieve a more professional interface design and introduce new mechanisms that make the editor more usable and comfortable than the previous version.