Star Citizen Live: Dressing the Scene
Transcript — every row opens the video at that moment
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yep we're going live live hey everybody welcome to star citizen life dressing the scene I'm your host this week associate creative producer for subscriptions Jaron how could I stop saying my title at the begin of the shows because I couldn't remember it all cuz it was so long and that I messed up my tie last week - after making - after making fun of a bend par I made fun of n par when he was on the show couple we spoke of cos he forgot his title and then like two weeks later I messed up my title and then I barely got past it this week so we're just gonna stop doing that it's associated producer of subscriptions down it's like the fourth awesome that's a big title man that's fine it's too much it's not about the
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size of the title all right joining us on the show this week we've got members from our environment art and props teams we got luan and Cory how you doing good all right I'm doing all right it's pretty early in the morning I was looking through this wonderful air traffic controller book for the stanton system that one of our backers gave us they actually made a obviously if I do it through there they made a real ATC book for every potential landing area in the stands right now like oh every single Waypoint I mean it is ridiculous it's even got Stephen got some like both pulled out pulled out bits Oh pull that bit yes yeah CJ's yelling right now because I didn't tell him I was gonna do this I wasn't
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there wasn't just my answer I undone JD you can put the camera back it's supposed to be all right so no on Cory hello which one of you is from the environment team which one about you is from the props team I'm from the environment team yeah the Propst team right and what do you do for the environment team the one uh well it's a farm team is responsible for quite a lot of things we we dress scenes we white box gray box and put everything - final art in terms of the landing zones the modular locations make textures mix assets all kinds of stuff really but usually if it's a location in the game there you gonna walk around that is not a ship it's probably done by the environment team all right and Cory what are you do for the props team what do you do I have this description of the
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props theme that really annoys Louie yeah so Valerie so I'm the props team we basically make if it's not if you can't fly it it's not alive and it's not like a level and it's not bolted down that's kind of all we make but anyone says to me he's like all about Space Station's they're not bow it down you know make Space Station's D so true ya know we make everything from small props like glasses tables you're also assuming that every single thing we do is bolt it to something so yeah we make that kind of small stuff for small dressing stuff we also make some slightly larger scale stuff we do the ship items we do some larger things like the downed relays satellites that kind of stuff and when people ask me I like to tell them that
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the the perhaps team makes things feel alive dan lived-in yeah we definitely try to do that I think the props can contribute a lot towards making stuff feel a lot more sort of lived in tell a bit of a story so on this week's show this is one of our game dev specials where we take it we take a look inside the process of people's actual work we'll take some questions along the way and stuff but this is more about a showcase in the process of one of in this case two of our team's works what are we doing today okay I know but tell you tell we also know well didn't you tell them no on definitely knows fine so we thought it'd be quite interesting to take one of the back alleyways they're one of the more boring ones from area team and just
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dress it up as a crime scene yeah like we thought it'd be cool to kind of try and tell a bit of a story with the dressing give you an idea of how we can use all the tools at our disposal as artists to kind of tell the story through the environment or you know so we figured like a crime scene would be kind of cool to do that and if we do a good enough job maybe we'll send it to Ian and see what in the scene see what he says yeah just back there we'll ask him I'd be very curious to see what Ian says though out of the homonculus creation that we're gonna make here with the community know it's gonna be great fun all right so let's just jump into it well you got everything set up yep yep we're just in our 18 right now I'm just in the in the center so I think we'll fly around see for find a an alleyway that's quite nice so this is the level
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where the central area ting is actually built so it's a site from the planet or a lot of like the bars and things like that so if we just go through here this street so you can see already that's quite a lot of dressing going on throughout this scene but we'll just try and find like a lot on the court a little a little back alley that we can go this way yeah yeah yeah oh my gosh here we go this is the one nothing here look at that so boring that's quite a spread all right they're quite drab I mean the pink light sweet so it gives us a kind of a good sort of stark on a fairly sort of mm-hm ya know our right lighting so if I be nice to break it down sort of how we go on about constructing these I'm gonna switch to the other editor over here so these are constructing those these
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little prefabs they're bait they're basically just like piece together like Lego the thing that game developers say a lot like Lego isn't it like like it's like it's basically games are just like essentially yeah and so you have all kinds of things like t-junctions like straight corridors and all kind you know literally can make a whole Street out of it if you want and then just piece them together in the editor after the we have a layout that we like that we've white box with design and then we just change everything in here and we send it to the other one and it updates live gotcha so what we're looking at on the other screen are basically the object container prefabs that that are assembled to make up any section of artwork correct yeah these are like the alleyway corridor so basically a lot of this stuff here is made with some of these other ways like
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these corners and such and then dressed you either in here and lit in here or some of them have a little bit of dressing already in in this here so if I go to this straight one you can have like a little bit of garbage and people in the chat are already saying that the legally seen that we should dress is a dark the murder yeah a drug trade gone wrong somebody suggesting you guys are dark yeah that's what we wanted because I mean it's sort of yeah that's perfect yeah we want it as gritty as possible man yeah I'm gonna tell that story yeah I put some lights in here probably though just just to uh will make it pretty yeah yeah we'll just kind of show you what lying will make it a happy motivation yeah a very positive murder all right so where do we start hey I
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thought it'd be nice to start sort of just with the architectural stuff right so these corridors are set up in a way that they connect to each other so you have like these pipes running along which always connect to one another and here we have this T Junction so you come in from here and it can go either way and I thought like these walls are quite boring and maybe even a bit dirty I thought we could swap to some other stuff you're airing a special view here this isn't what they asked that normally looks like yeah so we're in the albedo view which basically only shows us the color of the asset with like no lighting information the reason for that is because since things are lit in this level in this level it looks like this which is not yeah since we're just swapping some assets over here and exporting that stuff out I thought you
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know this would be fine um more important to see what you have to work with here yeah so I'm gonna look around these see if I can find a wall that I like maybe I like that little you know the which one this guy yeah and of course for you all watching wherever you're watching you can submit questions live and chat by privacy in your question with the word question and capital letter surrounded by brackets will pull a full few of them during the show and pose them to Cori and blue one and don't see if they can work and answer questions at the same time yeah well we'll definitely if I'm working the core you can insa question yeah Laurence driving right now we have two mice but I don't have a keyboard so the ones the one driving at the moment yeah so what I'm doing right now is I'm basically on my other screen I pull it over a little
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bit I've got this and this tells us all of the properties of the of the asset that we're looking at so all I'm doing is I'm finding us as I like and I'm copying their name and then copying the asset over here and just placing it in so you're basically on an asset buffet right now yeah essentially I'm just looking around seeing what I like yeah unfortunately not the ability to show both monitors at the same time so you're only seeing half the picture yeah I mean the stuff we did on the other screen it's not particularly interesting as most you know searching through folders yeah it's really finding the assets we like we have quite a few assets to search through oh geez there's so many there's just so many and I think it's probably easier if we just look within the scene for the time being anyway yeah I mean we'll probably get into the meat
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of things a little bit more when we're actually placing the the props in the dressing and some more environmental stuff lighting and so on we can start actually really kind of breaking into the library we have and finding stuff that really helps tell the story tourist Galactic had asked a question it's not necessarily for this team tourist but I want to I want to address it so that people know what type of questions were taking he asked it will be possible to add a special event piece to a street I'm assuming you mean like yeah an area where there's a timed event on a specific street where you know something changes based on the time of day or when somebody walks through and stuff that's usually in the purview of the system designers and game designers and level
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designers as opposed to the artists who decorate the scene so weird we don't know we don't have the people on the show to answer that type of questions about as far as functionality and event design and stuff like that but I do like the question the idea yes though that would be very cool if we can have certain things that may be a crime that can happen at certain times or we do we have you know triggers you know things that happen when when people enter new trigger bulerías and stuff like that so I suppose I would also be more that probably will come under AI behavior routine as well daily murders yeah your daily goes to a specific place it's just Groundhog Day guy with the worst groundhog day I so you're basically going through all the different prefabs grabbing little
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parts that you like from our from our buffet here and you're you're basically constructing a new object container essentially yes so I'm finding literally anything that I think is quite interesting and just adding in there now there's quite a lot we can do with this right we can make it look however we want to but we don't want to overdo it so I think I was going to go with this for this is this is just the this is just the sort of outer shell of what we're gonna do today so let's see the one that we're bringing in first before we bring it in I'm in decorating okay so what do we do have some kind of radiator grilles to the back yeah so I did some like some structural things and you know I did a bit more depth to this wall because before was just a flat wall so I did a couple of things to imply that there's some mechanicals behind there and then a little bit of this grading at the top just to make a like there's possibly
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like yeah so basically now I just export that I'll actually show this why not show the process so these so these these are colored tabs you see here those are all the layers that make up the the level the game level and basically this corridor piece is in a certain set of folders you could call them or all layers and we're basically saying take everything that's in these layers export them out as an object container and then we can stream that object container into a different level so it's a bit kind of like Russian dolls yeah now if I jump into the other level you can see how it looked like if I grab that prefab and I reload it I should bring that stuff in there yeah right no
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I've made a mistake I have a pipe crashing through that ah yeah we'll fix it in post yeah we can fix that so yeah sort of you can see how quickly it is to make variations and iterate on this kind of stuff for the environment guys so they can really kind of push this especially if we you know take more procedural approaches in some instances a lot of truck stops to these kind of variations it can be really nice and quick to generate this sort of variation so you can imagine having your space as large earlier 18 once you have the set of assets creates it it is sort of like Lego in the sense that you can just kind of drag stuff in and I'm really oshit in that sense as you can see we've got it here when it disappears that's because of a something we call these areas which
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essentially contains the objects in a volume and what that does is we put portals when this bizarre intersects or rather connects to another so that it saves on performance because if you look away from the portal it basically told us everything that's in sight off so that you're not loaded that in all the time same with DOS well if you if the doors closed there's no point in rendering everything behind that door folks who have played starters and for a while are very familiar with the effects of his areas even if they don't know what they were when you sometimes are in a ship and you open a door and on the other side of the door there's just black empty space and then you walk through and everything is suddenly there that's a visitor calling that's not properly set you know when you open it's supposed to reveal and when it closes its supposed to cut that stuff off so it
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doesn't draw anymore and sometimes a very common bug is when the doors open and it doesn't turn off at this area turn on the buzzer depending on how you set it up and that's what that is that is so I think just to take the grating that you put atop is that up there so one thing about the these busy areas is a lot of the environments we make we have to make with them in mind obviously because we want to make it something that runs pretty well so if we're designing the interior of a building or something like that we have to make sure that we make it with these areas like nicely tightly made and no no weird angles that you can see things through that you see like hundreds of assets right through a straight line because that would cause your frame rate to go way down so we got to make be quite
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aggressive they're calling sometimes but that's just the nature of game development and it's also I mean in in a lot of earlier games where they would kind of try and disguise loading screens with I guess you'd call it like a visual bottleneck so you go through like a cave entrance or something I guess this is sort of similar thing in a sense your stop trying to in certain areas where you have a lot of assets you're trying to kind of limit the I guess the distance in which players can see so you kind of think about when you're actually creating the scene you have to consider you have to say down to consideration as well yeah I mean you just wiped out the back one while you were talking that's right yeah so what I've done here basically I know that we have some caps that we can use that they just kept out the the corridors right and I thought since Elster quarry just described that
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I could swap one out just so you can have a look this is one of the pre mates one I think this is the one that's actually in there currently yeah yeah I still want to sing it's probably why the light a really corresponds but yeah so you can see basically just swapped it out one I just swapped it out and there it is and we'll do something else with this one later right but so now basically that we have it in there I thought I'd be nice to go into the process of like how these props that dress the scene come to come to be so when we're making a scene like this or an environment or new landing zone we're thinking ahead into like what kinds of props do we need we need benches do we need the bar tables and I'll use the bar here is an example you know we're gonna need a lamp glasses you know these a frames and we try to make up a whole list of things
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that we might need even if it's like way overboard and we go through them see the most important ones tear them in ways that like I would be nice to have this but it's okay if we don't have it and we send it off to prop team to sort of start start making them so sometimes we white box some of those and put them in the level already just so they have a kind of a place to work from placeholder and then sometimes they do it and bring it back but you know everything has to be within this consistent art style so in this case this very utilitarian art style for for our Corp is you know something that we can just go make up make a fancy glass you know just make make us like something that just doesn't really fit in with a style so all of this has to be made with the same style of mind yeah unless I think that's another thing is working closely with the dr directors for the environment
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team and also concept you know the props seem very much so it delivers assets for different departments there are certain assets that we kind of make because we feel they're important but a lot of the time we sort of our service to other departments in terms of which asked you know they dictate which assets they need us to create for them so if the environment obviously informs a lot of you know as to what goes in it so you have an alleyway like this there's there's gonna be certain assets you need to make that alleyway believable that would fall under the the props umbrella and like like bins and stuff I can see the one playing with lighting now yeah so I've decided even though there's no current light fixture but we'll solve that later to just
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basically light the scene a little bit now we'll put on put in like a sort of lighting past that's kind of just kind of implies what we want to do with the scene and then the lighting team will come in afterwards and actually do something proper in this case what we did for something like this is we just added some some nice lights here and you know kind of went oh this is kind of more of like a neon thing and made it a little bit like darker and then the lighting team actually came in and did like proper lights everywhere with the yeah so it kind of were just establishing the mood of the area that we want it'd be nice if we could make one of those flicker actually like you can do that yeah dog stealer is saying we were looking at the G lock bar earlier let me guess yes you please make a back door off the
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G lock to the bus Landing it just looks over the bus stop doesn't it you have to go all the way around yeah now we've got to find the light Stiles yeah it's uh actually we're looking in the G lock earlier I realized that I haven't looked at it recently personally like I haven't gone looked at recently I didn't realize it had a whole outdoor cafe area which fit the G lock but you like bar when we were looking at it has that whole outdoor seating it's I'm realizing that it has been a while since I've visited the G lock bar I didn't I didn't see that I saw that today I'm like I don't remember this is this lifestyle change sorry there we go right so what's fine what value is that
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that you're changing to make it flicker this is the light style it's basically a set of sort of pre-canned I guess animations for the lights themselves so you can kind of make them flicker and make them strobe you know that sort of thing they used you know extensively to dictate you know we use them to sort of light light States in terms of light for ships and stuff you know if you're in an emergency state you'll change the light settings the light presets with these different animations you know for like Klaxons and stuff should probably put a light in here and an actual light fixture valorum guy he is asking if you ever use procedural systems to place props that's a very interesting question actually we what I personally don't the props team person he doesn't we do have
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guys working on that for instance truck stops what we tend to do is forgive me as an artist explain this is is you know it's not necessarily my area of expertise but I can try my best to explain it to you now but please forgive me if there's any inaccuracies but we basically have a system where we have volumes allocated on surfaces so for instance we have a table we have a volume inside that table that can fit a certain amount of assets and each asset is given a volume so for instance the squeegee ball would be given a volume and if it fits within that table we can based on a tag system so say for instance this might be tagged as toy or something along those lines we can say okay this desk should spawn toys and we use that to generate very rapidly a set
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of presets that can we can then use to be placed around say for instance the truck stops so yeah basically we do I hope that was useful yeah it's one of the things about star citizen in general we build a lot of procedural systems you know that that touched a lot of aspects of the games but some games use procedural systems as the end goal like they build a system then the procedural system is what makes the world that you see in that that's it we tend to use our procedural systems as the starting point you know it's a laser foundation and then we have art and come in and go through and give it that personal touch like we use this the procedural systems in many cases to save us time to save us time to give us a foundation to bring a bunch of stuff in there
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but you never quite it never quite can beat that hand touch of than that having something to go through and just moving that coffeemaker even if it's just in a little as an inch to the left you know but it's like now this is more this is more appropriate to where it would be nobody would put their coffee cup you know this far from the sink you know it's stuff like that it's it's it's this combination of using procedural systems and the hand care of the artist I think that makes that's one of star citizen's hallmark another like yeah no I completely agree with you I think I think largely procedural placement of assets can yield pretty good results but also if you're trying to tell a story it's a create a procedural system that can tell a story I think is quite a
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significant challenge you know so sometimes it's good for flesh and stuff out but if you if you kind of want that touch of humanity in a scene I think you know as an aid procedurally aided environment so I suppose you would be a better description for the rabbit and procedurally trivet if that makes sense oh yeah because I mean it's everything at every level from from the big moons down to the individual scenes as you start with the procedure and then you go through and you kind of alright you know this would be it would be a little more interesting at this cliff face we're a little more you know jagged than it currently is and you just make the adjustments yeah exactly yeah and it's it's you know it's it's it's those sort of small touches and that flare that can kind of really help with just yeah bringing a scene to life as you said so
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between using it to save time and using it to do work so we've got a bunch of props here that are like sort of a crime scene kind of thing Corey I thought it'd be nice if you like to sort of talk about what the process is so making a prop like this so say before that it bothers me just a little bit that both you and the community had the idea of making a murder scene like we weren't barely five minutes in the show and the twitch that's like do a crime scene you guys like we're all ready for crime scene yep yes I'm glad so join me just jump into the set real quick yeah are you doing some lion stuff I was gonna pull some stuff through boom nice one okay so sorry I'm kind of using a keyboard in a weird way right now so please forgive me but we have this little set of assets I think it was made for a mission
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originally but it's one of those things where once there may be a specific requirement for or someone may specifically asked for an asset for it's coming game obviously we're not going to make absolutely ever of every item imaginable right off the hop but once you have it you can kind of work it into the story as well so that's an example of where props would inform narrative in a way but this is basically a set of various Yui evidence files and crime scene you know like measurement measuring tapes stickers for numbering I guess evidence I kind of want to use that narcotics evidence thing as a as a like a wire bottle the environment team may or may not put some of these every
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now and then as a bit of a beneath drag in places here we are yeah got some lights that I've made before yeah this is some cans some candle lighting stuff that we're just gonna drug in to kind of help with the scene yeah we are we are working on an accelerated timeline you know we only have an hour for the show and obviously S is not work that can generally be completed in an hour yeah yeah bring some stuff through here yeah we've kind of we've kind of before the show we just picked out a select few assets that we knew we would need and it would be great to work with you guys to figure out where they're gonna go kind of tell this story with them so what is that ATM it's an ad isn't it yeah we actually have a few of them that we got ago made is this holographic one it's quite nice then there's some bigger ones and we just kind of wanted a bunch of ATMs for a for our corp essentially yeah
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it's kind of nice stuff that's old machinery terminals are there we go oh and this is what it looks like a white box very nice that's an example of a white box that's it you know happy accident oh yeah it was a chunk boy there yeah he's a fake he's a big I mean I was thinking why didn't ATM so big and then I thought it looks really cool shall we make it bigger yeah we sometimes I go into a level and I'm like oh what's this asset I don't recognize that and this is shipping container someone's shrunk down to the size of a box and uh always makes me laugh one so another thing we have is the sets of decals are these decals are basically textures that get projected into the environment so we have here in this material editor no excuse it's gonna get very big bats and then it's your editor if I grab this one yeah we have a
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basically a bunch of decals that we can use like blood splatters chipped paints and stuff like that and I'll just flick through them and show you guys what some of these look like it's gonna look through these blood splatters is that looks nice nothing yeah so this is sort of this is the sort of placement of assets that aren't props that can really help so my our directors messaging me saying more blood so okay well I want blood so what do you guys think in the situation we have an ATM machine we have a crime what what sort of thing would you guys like to see with this Japanese ideas on how we can take this idea and run with it looking into chat yeah we got chatting to places we got chat on twitch and we got chat on the spectrum which is our communication platform on Robert space industries comm you want chat
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there somebody said can you put blood on the ATM there we go something we're celebrating yeah maybe the spatter a I think that's a good one there we go down a bit yeah decals are one of the tools under you know in a tool belt environment ice they tend to use these sort of projected decals to just kind of take a flat floor and break it up a bit I mean I could tell you more about that that's right yeah so actually a lot of that are you seeing here are decals as well I think I've some perhaps be I think you've got like a frozen oh yeah I'll just just show these guys so this dirt here as well as things like
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sometimes when something smashes into a like a metal plate or something like that we'll use decals to actually project that detail in so I think it adds a lot more character to a scene and makes it look a little bit more well this guy what the crime was all right so yeah we have an ATM so I mean is the ATM incidental or was the easiest crime yeah I think we could do it as a robbery gone wrong we could have maybe the ATM son really is up to you guys I mean D ATM was kind of an idea we had but if you have any other ideas ATM is the suspect oh he was defending itself all right it seems like most people are saying yes it
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was a crime so so somebody was at the ATM when they were assaulted so okay yeah we got some measuring tape maybe I was thinking we should we should have a vote on what the murder weapon would be sure let me hear some murder weapons guys we might have it we might not know I try and off the top of my head remember the best asset to kind of but were you go nope nope nope people are saying a turtle oh yeah well funny you said that because I'm not going to go through I'm not gonna say the name of the first person who said turtle Harry tang so we were just playing around here earlier hi Nick you see and we brought
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this guy in what okay okay we were talking with the murder weapon not the assailant yeah yeah because the salient wouldn't stick around at the murder scene yeah you're right so he's particularly proud of perfect i shouldíve you upside down like that I kind of feel sad now well we should see some got a blood splatter on the turtle we're obvious like that so this is obviously a blunt-force trauma the turtle yes the was the weapon hmm now it's a shame we don't have a smashed-up turtle but no that's not the no no the turtle was hardly the turtle
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didn't take the damage the person so didn't Cameron the total just once want to turn him right back to the turtles in tact just tells you how much damage it did to the person oh all right there you guys a grisly toe perfect right that's what you wanted maybe if you bring it up a bit so it's like slightly transparent on the floor yeah that's cool all right and this of course is the person the victim the victim oh you can see here how to keep the house work as I move this along you can see the dirt that we have here yes it works like a light but for I guess like dust and stuff so maybe we should put we should get a little table and put like all the evidence stacks and stuff on that yep
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now when we want these kinds of props I think it's quite important to sort of a white box and mail first in terms of like the metrics and stuff but sometimes when we don't have time we just ask props to make any kind of tables so I'm just going to search for it literally any table I can find here on the right and I'm gonna see whatever I find I'm gonna add it in there that could be useful we've got a glass table that's a bit classy isn't it or a camping table so we have a stuff look at that we have a stove yes a nice little stew is a bit classy so that's precisely why it's important to keep it to keep within their sight we can use whatever tables we want here but really you want the same yeah trouble believing CSI we bring our patio table out oh yeah they've they've been straight to
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Ikea precisely now I know you have some yeah we got some nice tables tables it's not leather tables but that one green one that kind of looks like a portable thing it's got like fold up legs so I imagine that to be like your sort of feels table of sorts you know yeah that's no problem you can throw out it's a bit big but maybe you know they're a big team yeah yeah and you can put some evidence bags on it maybe there maybe there were some other maybe there are some other pieces of evidence found like credit cards mm a credit chip yeah what were they stealing well they might have been trying to mock the guy whilst he's using the ATM we're actually gonna search for a credit chip here I think we do have those those got made recently yeah credit chips you said we had some interesting sort of homemade
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ones that we could use oh there's like hacker chips isn't I yes oh yeah oh if you suck in hacking huh yeah there you go ah something a beacon isn't it yeah maybe that's what they were trying to steal from there yeah yeah a bit of criminals trying to steal from other criminals maybe that'd be kind of cool to do do add to the conversation that's happening in chat the theme of today's show is dressing the scene we're saying we are here with an environment artist and a props artist to talk about the process of dressing a scene artistically if you're wondering why questions about how this will work in the game right now that will work in the game art being yeah today it's because I'm gonna have the guests who have that information we're not working on any sort of crime related gameplay mechanics at the moment
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we're sort of it's a it's a frame it's the sort of excuse for us to kind of that you know chapters we talk about art process so if you're asking questions that aren't related to art process that's probably why they're not getting asked we need some ticket tape don't we and we do like it do not cross things Charlie fine I think we have I think that would where I'd look earlier I think we could find some cool you could say you just stash things like behind the wall like when mom says you have to clean up your room before you leaving it hide ends behind there you just shove it all in the wardrobe don't you just the whole lot you just imagine what could be behind the walls are very 18 yeah that's what happens agents for example we don't normally do this actually in a level by the way just just to make that clear we normally uh not big enough it more well-behaved
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we might yeah yeah we might have some barriers you could kind of put between them yeah that's good idea well it works it would be at like waist high they pointed yeah yeah or we're sorry's caution tape I don't think we actually have any police do not cross it on a ticket so here's another situation where we last props hey do you maybe sometimes it's as easy as just swapping a texture so they make another texture that just fits this asset I should do at some point let's get some barriers in there yeah somebody we could if we could put like a like a guard or a police officer guarding the scene at some point yeah yeah we could do that we could we could we could take one of the characters and just plop him in front we're a little over halfway through our time by the way
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okay cool we're doing good there's a maybe too much of a barrier he's I think poisoning I'll have it here we have some of the barriers to being yeah normally it's a lot easier if you have a scene with a lot of this stuff placed in like a zoo we do have zoo levels that we can load up and browse through Oh fancy oh yes a very VIP mode yeah maybe it's a VIP murder merlyn's there that's not art related that's game system related so obviously when we're dressing this thing we have quite a few days to sort of just look through the things we have and really try to build something that's quite fleshed out yeah but in the interest of time just winging it let's just add this guy do you know if I Drive yeah direct
- 00:37:17
so I'm just gonna you two have a little little chat if you can get some VIP velvet stanchions passed Ian for this I'd be amazed love it I mean maybe I'll make the the scene look a lil bit more genuine and then we can pass it through Ian and see what he likes oh you very bit about being on this one well this one there we go that's all I like it I'd say like a one I made you a couple of them closing oh oh god I almost closed it battle didn't obviously tragic we're taking weeks to get that back alright I'm just going to clone a couple of these guys in here I'm not a set dresser in my full-time job so please forgive me if I mean no one watch your fingers okay
- 00:38:05
I mean ladies can't believe proper 45 degrees and all degrees I'm just eyeballing it man it's a Wild West yeah but that's one of those things where if everything we're perfect 45 degrees you got trouble believing that a human being came and set them when they're slightly off and slightly ajar like that are you saying is that we're implying the robots did it yeah it was a robot crime did you guys say you wanted to look at God's I think we could probably just steal like one of the Hearst and security guys or something I'm like the kind of cool you know you can't put a Hurston guard on our Court corporation with a whole different set of rules the law systems going in three oh we have an area 18 guard hey go I mean he's not advocacy itens he's local
- 00:38:54
security yeah wouldn't be advocacy here because this isn't this is a newie territory this is this is awkward didn't it independently run private planet okay yeah that's private planet okay cool I was gonna copy him his twin he's got side yeah there you go two identical twin brother cops so um somebody somebody asked if you guys have ever left any Easter eggs in a scene for people to find oh oh we wouldn't tell you yeah all the time but we're not gonna tell you where they're obvious there would be there wouldn't be Easter eggs but those key thing that you know people have already found yeah I mean there's been a few I think there's some Toth like to relate Easter eggs
- 00:39:41
would I think the horror feel they're all I don't know if those got found Ben Benny Hendricks yeah we put a few in in an area teen we go on at the artist telling us yes we got something in there and Ben hinge was probably the biggest Benny henge was it's kind of tragic because I know I did I did all the sort set for like the graffiti and stuff and I spoke to Luke president a lot about when he was making that you know his ideas for it stuff I'm kind of sad that the players were able to find it without solving the puzzle to get there if you know I mean but I mean phenomenon do it yeah exactly someone just saw a bright light in the distance and flew towards in there you go so again I just swapped out one of our prefabs into another one of our pre-made ones which is I believe this one here don't let a forklift so in the how do we
- 00:40:32
the time to go through everything we'd probably do a bit of the dressing here in this case I'm gonna show this this one off we've got a forklift like a trash can there and all this kind of stuff and then when that gets brought up here it's lit on the level like I said before and here's an example of like what a light can do to the scene in terms of really showing like a dynamic environment speaking of dynamic environments I'm gonna steal some of these smoke the effects over here sort of you don't know our crime feel yeah why not yeah look it up I mean there's nothing exactly a meeting the smoke over here but its ambient is super kind of city grime that just gets everywhere yeah so when we're dressing this kind of scene we would actually be thinking about okay we're there Vince can we add some vents here and we're trying to find
- 00:41:20
maybe there or we can bring in event so me in the chat is calling [ __ ] and saying that that forklift that can't fit through that door it folds in half yeah I mean you guys made the project I bet you told the story there it folds in half yeah this is actually a problem that's that forklift was actually there when they were building area originally and through some oversight they forgot to remove the forklift when they put the so it's been there ever since actually this is quite a sad story really poor hopefully half that doesn't really help us I thought that's probably I'm gonna blame the environment in flux may that's why it's still there though there's transact me it strapped to Newman some over right the unfortunate ballot of four quemic forklift well
- 00:42:10
actually we have the utilitarian air comes with oh yeah solo one just did an interesting thing though we flipped something sideways I mean I just wanted to point out because it's kind of nice seeing people taking assets and sort of using them not in an unconventional way but you know kind of kind of getting more out of than by adding that sort of variation we can see how the VFX just adds so much more life to the scene combined with with the lights and you know any other kind of element animated elements suddenly the scene starts come to life which is quite nice I feel like one thing we're missing in a moment is a bit of dressing sort of around the perimeter of the walls I find that kind of helps bad stuff in maybe some like bin bags or rubbish and stuff you know yeah we can I suppose of stuff and throw a few things you know these back alleys in there 18 are obviously
- 00:42:57
quite unkept yeah so I'm gonna do a little search here the kind of place you'd put an ATM we got to but right now it's not gonna be a body for long I think the ones he's cloned the assets so you can swap it out for something else there you go so much there's so much trash on top of that yeah it's not desecrate that poor person who was killed by a flying turtle the turtle flu okay I mean someone threw it someone you reckon it was thrown and that was a project I was thinking somebody grabs the nearest blunt force object they could find just yeah there are quite a lot of tails thrown around for some reasons you know focus on there yeah that's looking cool isn't it the cool
- 00:43:45
thing about the turtle I know it was being a it's been shown already but one of the Lord states for the turtle is it shrinks into it shrinks into in shells so when you're far away when you get close to it it shrinks into its shell right so we kind of the the turtle was it was just include sort of in a concept for I think just because one of the concept artists thought it was cute but we saw it and we were like oh man wouldn't it be great if we actually had a turtle and then it just kind of happened so we didn't really have a lot of time and obviously a lot of other departments were sort of busy with you know more important things than turtles so we sort of had to do what we could to make it so we added a little a little detail where when you get close to it it drinks into its shell just using the the lod system yeah gonna looking at this light
- 00:44:37
here kinda want to make it flicker yeah I don't want to make it a bit more intense I'm gonna change this light style in the intensity here yeah so you can see with lights we have huge amount parameters and you can see those parameters actually change based on the state that light is in it's got default state auxilary an emergency those are settings that used by the the ship systems I believe yes but for now we're just working on the default light sayings and it also it also goes to mention that we have an entire department dedicated to this so the job of lighting scenes and we're just kind of thrown stuff in there now but it would it's a whole endeavor in itself lighting a scene probably is something like somebody from the line team was watching the show and when I go
- 00:45:26
back to my desk I'm gonna have like messages like why are you guys doing that's not that's not optimized no that's casting shadows they'll have a cast shadows yeah yeah speaking of casting shadows maybe we add something up here yeah I think it would be nice to getting greats coming through that looks kind of cool right us I sort of know our shades yeah and I was intense but yeah we can drop them down a bit couldn't we it doesn't even need to be blue it could be like different color so yeah we can change the like sort of whatever we want I like the contrast between the blue in the the sort of pale yellow that's pretty sweet ain't good alone a bit yeah that's cool nice so yeah you can see I do this and then the lighting arts be
- 00:46:14
like no no no no let's change this let's make it look a lot nicer than just have this random light over here yeah they would have basically add on top of this dressing a little more storytelling by adding certain light fixtures in certain places or you know these neons or whatever we can do that too but I think they take it a lot further and then the VFX team also would come in and just add all these kinds of VFX is and in places that like make sense to make feel a lot nicer obviously environment seems keeping all that in mind but since we don't have a ton of time here ATM didn't have a camera sure but when is a camera ever deterred crime yes they're still like 240p in in the future yeah this I mean you know I mean you've seen the quality of cameras on phones these days yet you go to a bank and their cameras are still awful I
- 00:47:02
think I think I don't think that's gonna change yeah precisely I mean maybe they set out on the NP here before they actually did yeah they're they're really well prepared maybe they were professional I don't know but if you were professional you'd probably bring your own murder weapon you would use your turtle but maybe they did bring them well maybe this is the the the turtle killer maybe this is maybe they won't send a serial criminalist who uses Turtles is there yeah it could be a gang well like a Australian think of something that would infringe on copyright about tales about ninja turtles Ninja Turtles I don't know what you mean yeah I'm adding a few more details turtles are crossing over with everything legally and just they just had an animated Batman and teenage
- 00:47:50
teenage Ninja Turtles movie I watched the other day oh sweet there's nothing here gonna put some maybe some dirt some dirt yeah it's always good they grind it Oh we'll see sometimes they can be very subtle I'm not sure if this comes through but there are certain gloss levels that we do on the materials to keep surfaces either shine your mat right and sometimes we add a little bit of a subtle variation either through where on the asset itself to the Gloucester view so we can see that I can do the else debug so specular yeah this bomb duck down a couple of times yeah yeah yeah so they can see the actual velocity of what the reflectance of the materials kind of looks like so you can see I think there's quite a lot
- 00:48:40
of noise in the gloss maps themselves if you look at every surface it's got some sort of grime or wear but if you were to switch to the albedo view which is sort like the color view I mean still got quite a lot of grime on it but it's much less contrasty obviously we made look at that blood really stands out there oh yeah it does when we made area teen we we knew that we wanted the material to be quite dirty and that you know had that sort of aged feel to it so that's something that we keep in mind but it is something we can change as well on the actual assets yeah actually I was just gonna say it would be great to get somewhere on ATM hopefully it's how to wear pass on it I hope so too yeah we have a wear slider essentially that brings up today yeah so on the props team and the environment team we try and keep where and as a dynamic
- 00:49:28
value for assets basically we want to be able to say instead of having two separate assets for a clean and dirty ATM you know we just basically have a bunch of material settings to allow you to dictate how to in warning is so that way we can just say Ardis ATM he it's a maybe it's in the central business district in in Louisville so it's quite shiny and sleek and it's been kept looked after or maybe it's in the back alley of our 18 where it's gonna have had a bit of a harder life maybe a bit in the collect and it would just help it bed it into that sort of grimy city scene are you doing that guy I think it's just watching from the shadows he's like he's just keeping an eye on things is he yeah he's making sure that no
- 00:50:14
one's in from the back all right now let's send a couple of guards in the back yeah we could have a few more guards if we were doing like screen shots for instance what we can do in the track view which is basically like a sort of animation tool we can assign poses to these guys if we were just doing screen shots for instance for maybe like marketing or proof of concepts so you can kind of really push like a sort of screen shot we try and we do all of our short screen shots in game in the game engine using the actual character models which i think is quite nice yeah obviously the characters in the level are AI so they're not placed by the environment team but yeah yeah that'll be touched by a completely different Department so we're adding a few pool barriers I spend a lot of time in track view back when I was doing the
- 00:51:02
old disco line no videos before I worked here yeah yeah so some of the stuff that people have made in CryEngine just using our assets is fantastic so it may be any more evidence that we can add in evidence um what you guys think is there any more in there any more um maybe if there's another partnership yeah maybe another [ __ ] maybe you dropped a bag there about kind of thing yeah we got duffle bags that's right there no so it is room duffel bag yeah maybe they were stealing a lot of credit chips yeah yeah I moved the if we have a chalk line short climb ah like an outline yeah you know I don't think we do I was thinking it because if we had like a sort of futuristic holographic projection of the person in the position of their demise that's not us yeah you know one of the
- 00:51:51
things we think about like if you got like a graffiti in the scene or something like that we think about what graffiti might be like in the future so maybe sometimes it's kind of like a cool holographic sort of thing rather than just you know like a spray paint it's stuff that we sort of play play with every now and then and it would be quite interesting to sort of take it further in exploration sometime 940 years from now graffiti is going to be applied animated gifs I'm waiting for the day sort of animated tattoos it'll be it'll be animated memes that will be the graffiti 940 years from now they'll be you look on a wall and they'll be a frickin mean yeah very likely yeah oh so your keys nicked a bunch of these chick credit chips
- 00:52:40
that's a next step in human evolution means leave the internet and make it to the real world nice I'm liking that little detail there hmm so got a murder weapon that's the suspect left behind any other clues then like footprints I think we might have some bloody footprints right oh we have some bloody oh yeah actually have this fantastic hand foot and bloody hand all right look at that the recent gay if that's maybe the size of the hand we know society the turtle yes you're right this is now a crime committed by a giant yeah I think it kind of looks like staying out of traffic roughly look like a massive lose massively somebody's ads there we go so
- 00:53:28
we have a are so okay so that was the victim then he's uh maybe that was the maybe he's like reaching down to grab the scribe to credit chip out of the machine or something after he's bludgeoned the do but it's a portion this guy at the same hand it's got two right hands there two right hands and somehow they both got drenched in blood yeah but you know like when we're actually making this would make a set of hand decals and we're kind of working with stuff that's just kind of lying around I think we're losing the integrity of the senior yeah no it's fine this this you've got two left hands you know this is gang name a lot left to left Tony I know what is that Cory don't gang members have cool names like that
- 00:54:17
I'm gonna go ahead and add a bit more fog this happens when you do this show on Fridays that's true they do bite you do much more serious case you ever wonder why we do their show on Friday fun no oh that's nice see the light from that uh from the forklift coming through as well that's quite strobing all - isn't it yeah bomb that's going out yeah that's kind of our process really obviously after we've dressed the scene like this we continually improve it and move some stuff around maybe a maybe down the line we decide that we actually want to extend this corridor so we have to make a few changes but you know this is the kind of stuff that has a whole process and then the lighting team would come in the effects team come in but these things get all worked up at the
- 00:55:05
same time so everything's sort of a white box then they move on to gray box all together essentially so we have like this location with yet sort of like a white box complete where it would be like a playable location and they wouldn't really have any props but like the essential architecture would be there and then sort of move on and moves on from there really oh yeah we've had some questions about interactable props when things are made interactable is that done at the prop level when you're creating the proper is that done will you put it any and use something to it after the fact to make it interactive oh that's a great question interactivities yeah yeah you ask all the great questions Jared so we tend to work with the design team to create interactive props we don't really have to do much to the prop itself to make it
- 00:55:53
interactive there's a bit of setup in data Forge to create an entity that has certain parameters if it's carrying a ball we need to set up physics how much it weighs where your hand we need to set we need to add like a point to the prop to say your hand is here maybe the your grip size is dictated in this entity so these are things we can do to any existing prop really obviously it's quite a it's quite an extensive task to go through our entire library of props and make them all interactive it's something where with something we want to do going forward is making interaction a larger part of our pipeline when we create a problem but yeah it's not it's not too bad actually to making the Treacher problem it's pretty straightforward before we finish up today we're almost out of time here
- 00:56:41
what's a prop that we could leave in this scene that would absolutely confound the police like so far we've done a pretty good job of making a turtle well I mean the turtle is covered in blood it's got the things we're pretty confident the turtle is the murder weapon but what's something we could we could leave here that would just be like how the hell did that get here I mean used maybe like a flare so that's a classic a classic kind of someone are you gonna do like the teddy bear what you did had another idea but you know what I or as I am teddy bears a good one actually yeah what was your other idea yeah I was gonna add one of the Hurst and family portraits that's a good one actually yeah just like on the floor don't mess of our kind yeah teddy bear or there's a melon we could do a melon or hot dog we
- 00:57:35
the hot dog is probably I had a lot of fun making the hot dog is that the version with the sit on it though some look now you got used to version with a mustard on you man yeah oh no it's a must have broken you need to fix sure your mustard is now a replacement Oh do all these guys'll fix mustard mustard is now a replacement here's the evidence right here yeah let's twist this guy a bit I wonder if under the guy who made and really go he made the the rulers I wonder if he actually made those any sort actual measurement like centimeters or something I'm assuming you do you might have you need to enhance enhance yeah that looks like inches and centimeters that's great nice that's the kind you tell that goes
- 00:58:23
into the probe you went you in Imperial way interesting yes Pierrot and metric so you know can please everyone maybe it's a very large hot dog oh no no sorry I didn't mean to enlarge your problems yeah please don't do that yeah actually yeah you all right perfect maybe the teddy you'd like can sit on the hot dog no yeah there you go just to you know add there you go you wanted to come found the police I think you did it yeah there you go maybe you should give him a knife or a girl something can we put like a light behind design that's all from my underneath that's like the most ominous
- 00:59:13
lighting right from underneath now you go do it under lit man like probably creepy like yeah I make it read all right I don't mean to like yeah that's what you want and we'll make it right right yeah like actually almost rubella no but really it was your idea man I'm gonna be in I'm gonna be in your office next week let's let's wait until I'm there before we show this to Ian and let's just pitch it to him like really yeah we think this would make you think this could work in the game again that's just I want to be there when you pitch it is fun listen Ian look we've had an idea yeah here's the new crime scene yeah there you go right kind of the process we could yeah
- 01:00:01
yeah we're running out of material so we're reaching into the realms of bizarre now come on let's move the camera JJ killed my camera luan I in the program just click little eyeball next to your camera so your camera disappears let's get let's get out that's gonna take a little yeah there's a little high but there's a little oh yeah you click that button and your camera will disappear there you go you just get a nice little screenshot wonderful this would be for the YouTube video for the YouTube thumbnail all right you bring yourselves back all right perfect that's kind of it really I mean we can go really in depth into like the technical details that make props in time is there any more questions that made it I'd love to answer then if you got any more in the chat yeah no I
- 01:00:49
actually I'm I'm only allowed to keep you for an hour and that guy let you get back to work Oh part of the deal I made with your supervisors then we'll leave you on this yes I all right guys Cory no on thank you so much for taking the time to do this with us this week I like these shows I like the question/answer shows but I also like the ones where we get to explore process and and show how we do things or whatever I like to try and mix them up for those who like the questions answers ones tune in and next week we've got Todd Papillon to answer questions about anything alpha 3.6 related so they'll be a thread that goes up on spectrum in just a few minutes I'm gonna literally gonna stop this here go there and I'll make that thread and you can start submitting your questions for todd papy for next week's show anything you go to the road map you look at 3.6 anything 3 points left
- 01:01:39
related is on the table as well as in 4 point I've related I mean the live game or 3.6 whatever you want it's one of those broad kind of open shows so so yeah so that'll be next week so tune in for that Cory the one I already thanked again when we do it more time thank you again so much all that you go for helping oh this goes thanks for tuning in everyone first starts in live I'm Jared Huckaby and we'll see you next week everybody ladies thanks for watching for the latest and greatest in star citizen squadron 42 you can subscribe to our Channel or you can check out some of the other shows and you can also head to our website at
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

