Star Citizen: Around the Verse - Have Armor, Will Travel
Transcript — every row opens the video at that moment
- 00:00:05
[Music] hello and welcome to another episode of around the verse I'm sandy Gardner and I'm Chris robust in today's update we'll see what the character team has been up to and take a whirlwind tour of the Stanton system with environmental art but first we wanted to give a shout out to all the pilots who have been in the action at jump town yes it's been very cool we've all been sort of watching this in c IG around the world having a lot of fun seeing this immersion gameplay pop out so those either don't know jump town is a drug lab that's hidden
- 00:00:54
somewhere in yellow you have to it's not marked you have to find it but if you go there that's where you can buy Widow which is if you're trading in the verse of the moment that's the most profitable thing to trade so with three three fives 6/7 now you can buy ships with money that you're earning or you can buy ship weapons or items or that kind of stuff and so there's a much bigger reason to make some money and people are kind of getting into making money and so one of the ways obviously is mining which everyone knows about but you need a prospector for that the other way would be buying goods and selling them elsewhere and widows the best way to make money so you know people have figured out the job towns the place to go to make money so a lot of traders have been heading to job town and bank
- 00:01:42
widow but then a whole bunch of people that like to sort of play the other side of the law or the Pirates figured out that that's where the funds is going and they were spending money on the window widow right so they were spreading their UEC on their widows so they could buy it and then sell it for more and then the Pirates were jumping them to rub the widow from them or just you know cause grief or whatever and then on top of that other players were coming out to you know cover the backs or protect the the honest traders and so we had this whole kind of a merging game cycle of warfare between these various groups that are either protecting or attacking players around jumped out and Yeller and its really cool a lot of people have been sort of streaming the action
- 00:02:29
they've been playing together in groups which is like one of the cool things about starters using you know the the foyer and you know the the cartons and having a great time together you know people Manning the turrets on the hammerheads yeah having yeah various groups people on the ground people flying spaceships doing combined arms on foot combat dogfighting so it's it's it's really a little microcosm of some of the real you know the potential of what you can see in star citizen and I think it's cool because people are getting to see it and go yeah okay I can see where what what can happen in this in this game and for us it's been a lot of fun watching this happen it's been coming on now for like a few weeks and it's it's really really
- 00:03:18
cool yes definitely so whether you are a pirate a mercenary or an org trying to defend the location for safe trade or otherwise we're actually really enjoying all of the videos and streams and images as Chris suggested so keep sharing your jump town exploits on the community hub yes definitely please do that yeah it's a lot of fun now strap in because we're going to take a trip all around the burgeoning stanton system to look at recent progress on various locations and features last week we got a look at the central business district in Louisville and so this week we're going to go back to a central business district so when you check out some of that right now the environment teams really been adding
- 00:05:02
the finishing touches previously when we show there was some work and progress stuff the statue for instance that I've been looking a lot better and they've been doing the final materials as well as that they've been working on the sound so they working on the ambient sounds and also Pedro has been composing specific music for the central business issue to give a very distinct flavor compared to saving the common worker area of the city which is what you you know l19 that you've seen before or tease that spaceport so it's really cool it's a completely different flavor you can as you arrive at the big building there's this you know this you get this huge grandeur and it's four kilometres high it's bigger than any building and are off right now and yeah it's all built to impress and be opulent and it's very different than the rest of
- 00:05:52
Louisville which is a it's really cool yes it's very cool and the props team has been fine-tuning their contributions to the CBD as well like these huge statues that Chris just mentioned that immortalize Hurston's founding fathers yeah which high resolution though their work and progress stuff that was shown previously now looking ahead to early next year we're gonna continue our tour of the Staunton system and go to our court so here we can see some white box R&D that's been done by Ian little who's the art director of star citizen on city block biomes for the planet itself because you're our Corp is almost entirely covered by man-made structures so we've been looking at how we can use our new a planet tech which has improved from last year and sort of have
- 00:06:41
kind of more man-made and manufactured biomes as opposed to sort of organic ones that you sort of seen around her stub we're really looking at trying to get a much better sense of scale and also variety and detail in the buildings you can just really look out and see a whole skyline and you also have a variety of hats so as you see in this video you can see from sort of far distance coming down you can see you know for a huge distance you know the sort of small outer area suburbs around area 18 these huge buildings that you can fly in there's like our core tower and there's a just really great sense of scale and it's significantly more impressive than what we were showing or show the arc or prototype last year so I think by the time you release it for you guys to fly around wind it's gonna be a
- 00:07:29
really cool experience and so we're pretty excited by how it just gets better yes it's very cool and here we see further visual work on the icy moon of Illyria that's very very cool all right so carrying on our tour we're leaving out go up now we are going a little few a little further in the timeline of our development of next year in star Susan but here is micro tech we're looking at a I own that the art teams working on so we're doing exploration on micro tech so it is the coldest of planets and the stanton system there's you know so we have a micro tech core Crusader and person but
- 00:08:21
micro tech had a terraforming accident so it's a little colder than the other ones but it's not completely covered in snow and ice so we're also looking at other areas that would be sort of like Nordic forest land or that kind of stuff so this is some exploration that the art teams been doing and you know you can see here a very different feel than say the savanna at first then and so it's cool and as we start to flesh out these biomes on you know planets like Microtech or future ones that we do just you can sort of see the potential of the variety and the beauty that will be inverse so yes going back to three point four over on let's key finishing touches are being put on our new mission giver Wallace Clem who is definitely not the most reputable character inverse yes looks like he's being dealing and maybe using so we know himself but speaking of
- 00:09:10
characters we've been working on adapting existing armor that's been designed for male characters to their female counterparts yes here's Josh Herrmann engage Hallman and Jeremiah Lee with more details on the process with the female player character deepened development we're working really hard here on the character art side to make sure that all the female assets are one-to-one and have parity with the male assets this is a little bit of process but it's definitely a lot of content to create it's really important for us to make sure that the female has all of the same assets that the male does because we want the players to have choice to make sure that whatever gender they choose that it's equivalent starting the process for conversion the character artists would blend shape the male armor to the female body and we did this by essentially making a similar
- 00:09:59
topology version of the male and female that can then blend shape between them and a blend shape is essentially just morphing one object into another shape without changing topology at all and we had this sort of unified body that could morph between the male and female and then we would apply a simple like basically wrapped a former in Maya that would then morph the males armor and its entirety down into the female shape so you want to make sure it still fits the modular volumes after they've acquired the proper shape and size and the modular volume will allow us to apply all the armors on top of every single under suit which sounds simple at first but is very tedious to keep an eye over so we need to make sure that they all fit on top of the exact same shape and
- 00:10:48
all the under suits that were changes the female body fit within that volume so that then as soon as you just start turning these on they will all fit together just right off the get-go tech art will then take it from there and they will skin it up set up the runtime rigs make sure it's working properly within the game and then hand it off to design our local design guy Brett and he will then handle the unification which is probably one of the bigger steps because it has very wide implications so he'll make sure that you get the unified item that will then switch between male and female according to what you play us luckily we've been preparing for this for a long time so there we minimal impact on our pipeline what I'm excited to see is the new concepts that'll come out that accommodate male and female armor clothing or any wearables in addition to
- 00:11:38
armor we're also doing clothing we're trying to make all of our assets or as many as possible one-to-one with our male and female we are still exploring other options that would be specific to each gender and realistically it'll probably be 99% one-to-one but we want to have the option to explore that as well there will be plenty of bespoke clothing for male and female in the future and we actually have some backed up actually ready to be made but because we have that the tech and also the assets ready we can plan to see a lot in the future armor is a different beast in the concept phase we try to keep our armors gender-neutral so we won't have like a breast cut for females that you see in most games or another and also for males you might see like you know the abs and the the male
- 00:12:28
chest like so we try to refrain from those type of design languages because we have to have the armors fit and look aesthetically pleasing and functional for both sexes so the concept you see right now is Hurston management they look vastly different than what you've seen in the game and the reason why is because this these guys are on a completely different scale than just regular Hurston workers or Hurston security and these guys have a lot of money and so what we wanted to do was the key word the key terminology that was used when these guys was old money I was thinking of rockefeller that was actually the main key figure that I was looking at when I was in my research when I was talking with Josh Herman our art
- 00:13:15
director about what direction we should go he feels like dude just got to go with old money and then I thought what would be in our past the most interesting era to get into and the 20s scream straight at me and the most difficult part for me was actually how do I make the 20s look sci-fi because this game is nine hundred years in the future and if I just do 20 stuff it'll but we went back 80 to 90 years close to hundred years in the past and so finding the charm of the 20s but using the cuts and interesting shapes of the sci-fi world that we have now I fused those together and came up with these these shapes and these clothes that you see right now when it's all said and done what we're looking for
- 00:14:03
in the female assets is something that looks just as good on the female as it did on the male we're not looking to spend a ton of time redesigning or recreating all these assets because they already looked pretty great we're not looking to female eyes or hyper-sexualized this we want it to be one-to-one and make sure that it's just as good as it was on the male and that its overall pretty gender neutral thanks guys yes thank you and that just about does it for us this week thank you as always to the subscribers we make it possible for us to bring you these shows yes and as always thanks to the backers all you guys because none of this really possible without you yes that is very true make sure to tune in next week as we have some fun stuff to share and until then 33.4 yes 3.4 and other stuff we will see you until then yes travelers thanks for watching for the latest and
- 00:15:05
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 www.uvu.edu/library
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

