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Star Citizen Live Gamedev: Making Ship Up IV-2

14 June 202401:02:031,639 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    Riddlin 44 says, "I'm here for the nothing stream." Thanks for watching, Riddlin 44. Hi, everybody. Welcome to another episode of Star Citizen Live Game Dev, making ship up 4-2. That's a shout-out for Jake Acapella and our Final Fantasy folks here. If you've never seen Star Citizen Live Game Dev before, it's where we take about an hour out of the end of our week and we hang out with some of our developers and we watch them work. We explore the process. We find out a little bit more about how game development actually happens. Of course, nothing can actually be made in an hour. I mean, not maybe a rivet for that old Freelancer model that was as big as the Idris once upon a time. But other than that, you know, we do a compressed, shortened, hyper-fast, super-anxious for Alberto here hour to show you a little bit of the process. And this week, we're doing

  2. 00:00:48

    something We got a twist on it that we've never ever done before. So before I get to what the twist is, let's introduce our developer compatriots. Meet me over at camera two. Hello. Camera two. This is Alberto and Dan. Say hi Alberto and Dan. Hi, Alberto and Dan. Hello, Alberto and Dan. We rehearsed and everything. So, Alberto Alberto is a concept artist from our vehicle and weapon teams. Dan is the sole member of the ship team. We made that joke last week. We I can't Just tell people what you actually do, Dan. I'm a senior vehicle artist on the ship team. Out of how many? Loads. Loads. I made a song about it. Over five. It's over five. Kingsley Born Walker and anything out of pocket Chris Roberts and Curtis Shanklin. Alberto Patron and part of the

  3. 00:01:37

    manager Scott Jones Coffin Rochelle R2. Now I don't want to go through the whole thing. Um last week, we attempted to create a vehicle concept in our fourth making ship up special. Let's go ahead and show people what the ship what what the vehicle was in the end. This was this. The brief was 1970s chopper motorcycle inspired hover hover bike in the style of an alien manufacturer, probably a Morai Gatack, something around there. Um And yeah, a lot of folks liked it. It was pretty cool. Um and normally, that's where we would have ended. But this week, we wanted to show something that we've never ever ever showed in the 1386 videos that I've been responsible for

  4. 00:02:25

    for Cloud Imperium Games. And that's the feedback process. So, the feedback process Well, how would you describe the feedback process? Tears. Tears? Anything else? Frustration. Frustration? Well, sometimes it's cool. I mean, you get to speak to people. I don't do that a lot. Okay. But tears and frustration were the first two words that came to mind. The feedback process is where an artist or a designer, whomever, has spent all their time creating something that they love, that they enjoy, that other people might love and enjoy. And then they send it up the chain to the various directors who all have responsibility of different aspects of the games, and they destroy it. They remind you of all the things that you

  5. 00:03:12

    forgot. They see what you did, and while other people might like it, it just doesn't fit their fancy. You find out that there are other requirements involved. Oh, for at this time, these people who are going to be required to make those kind of animations are going to be busy, so you can't get into it that way. You're going to need to change the way to get in all kind all manner of things. So, what we did was we sent the episode and the image that you just showed off to several vehicle directors in the company, and collected some feedback, which Alberto is going to attempt to process live for the second half of this Making of Ship 4 Special. So, there are some um Uh, are some curveballs in there. Uh, we did not let Alberto see the feedback until this morning. He did have to prep, you know, his work area, so we had to give him a little heads up. But, he saw

  6. 00:03:59

    it for the first time this morning, and let's go ahead and show some of the feedback that we got. So, up front, your major first feedback was switch the manufacturer to RSI. Just easy. Completely different manufacturer. How how often would you say that's happened in the past? Uh, that we switch a manufacturer in the early process, it happens quite often, and to be fair, it's not a tragedy. No. Uh, happens sometimes a little later. Uh, it depends maybe if we do some rebalance to what the concept was, and it doesn't fit the manufacturer anymore. That's something we have to do something we know it can happen. Right. And then, uh, make it a two-seater. Pre- a pretty common request for those old 1970s choppers. When I We did technically make it a two-seater. We just gave the second seat to

  7. 00:04:48

    uh, to your dog. Yeah, so we technically we'll make it a three-seater. Yeah. Uh, are you are here your your your your dog, Bran? We have a little Yes. You you little 3D printed Bran there. I'll put that there. There he is. Hi, Bran. Hi, Bran. Uh, and then a bunch of minor feedback. Uh, add more framework underlying structure. We have no canopy, so we don't get struts. But, the idea of hardline running along the frame could be interesting. Uh, lose the curves and add more sharper angles. That's a very RSI trait. Uh, look to the Scorpius for inspiration. The Scorpius is one of our more recent RSI vehicles. Not the most recent, but one of our more recent ones. Integrate the piano key style dashboard buttons from the Scorpius in some form of HUD. We did not incorporate, of course, you know, you can't make a full-blown concept in an hour. Um, we need some RSI layering of shapes. What's

  8. 00:05:37

    that mean? Layering of shapes means that the surface is not constituted by a continuous layer, like, for example, the canopy of your computer is, but is actually made of literally layers like an onion that are cut with different shapes. Every shapes color on each other and is what we call echoing. Try to use a few established angles. Use this one and overlap them to create a nice dynamic shapes. Okay? It would be great to get the RSI diamond clamshell shape from the style guide. Could try it behind the rear of the seat and or integrated into the thruster design. I maybe think about integrating the RSI crab claw crab claw engine intakes into the sides of the main body. Give it an air intake like the Mantis nacelles or

  9. 00:06:24

    the Scorpius wings. All right. Was this all? Or did we have a whole We had a whole another page. Okay. And then some questions. What enter exit animations does it use? Do the wings transition for landing? Could they cocoon the player in a more streamlined flight mode to give more aerodynamic shape for faster straight line speed? Where are the maps? How do you access components? Does it have a relay position? Does it have personal storage? The doggo needs a bone. So does. So yeah, we Alberto, you have your work cut out for you. So without eating up 6 minutes of the show going through the going through the flight. This was just the feedback of of two people by the way. In the in normal vehicle reviews, there is a whole host of chefs in that particular kitchen who all have various needs and and and and things that they own aspects of the game

  10. 00:07:11

    that they own that they have to look out for. So we decided to try to make this as manageable within an hour as possible. We're still not going to get everything in an hour. But all right, so we're back in Blender. Show's yours Alberto. Where do we start? Yes, sir. This is not going to be done in an hour. Yeah. Like this is not going to not going to be done in a month. But there are a bunch of things that we can start thinking about. For example, the transition to a different manufacturer and the change metrics having a second seat are probably the most important things. Uh we have here a bunch of boxes in a green and red. Um they are the face that have to face the player when the components get removed. So, we have, for example, the cooler, we have probably this is the radar, we have the computer

  11. 00:08:02

    and the power plant. Right, so you have to consider You can't just make a thing and be any shape and form you want. You do have to consider the internal components. Yes. Components are generally for small vehicles one of the things we crushed our heads in the in the vehicle concept team the most. Uh it's really one of the toughest situations. Um single seater well, double seater with a dog, but single seater kind of This is an easy fix. Done. Although how do my character get in and out of it? Uh Charlie in the chat says they didn't mention get rid of the capes. So No, that's nice. That's absolutely We are going to hide them temporarily so that I can look around, but it's just hidden. Yeah, don't panic, guys.

  12. 00:08:49

    They're still there. So where do you start? So I start with the Matrix. Uh I think is the best way. Okay. This is a new pose for this character and the old pose was this one. So I want to make it compatible with the characters from the pulse because um because they move. So It's worth noting these are um earlier ideas for what the pulse concept could look like. As well. What we were just looking at. So you're going to use you're going to use the pulse as a guide for the Matrix, but not not necessarily for the style. Yeah, I just will use this character for um testing the entrance and exit animation.

  13. 00:09:36

    So let's hide temporarily again uh the wings. And I have to just to make sure that the final position that the starting position makes sense. Let's uh let's move brand maybe. He's getting a little too sort of friendly with the There you go. I survived 9 years. I want to make 10. No, I've been here 10 years. I can't remember. Make sure I take all the pieces. We don't care about the final position because we tweaked the final position in that chopper situation, but I at least need to understand that the resting position works and it this one doesn't. So, I have to

  14. 00:10:25

    make sure it does. Yeah, this is this is an important element that we sort of glossed over uh last week I think and that is the importance of metrics in determining your shape language for the for the vehicle. It's it It's not that we can't do anything we want. I mean, it's our game. We you can make it but but the more outside you go from existing metrics and stuff, the more additional work is necessary. New metrics have to be created. New animations have to be created to match those metrics and stuff like this. It's it's additional work for additional teams and that can sometimes delay a vehicle uh beyond the point where you want it to be ready. Yeah, one of the worst things that can happen um and it's something we do everything we possibly can to avoid is being like halfway through let's say

  15. 00:11:13

    like a gray box phase. So, you've already signed off on white box and then you realize that one of the metrics was wrong. Yeah. Even something as simple as like um so, a really really easy example is a chair needs to be 50 cm off the floor. That's just something that's pretty locked in across our game. And then like a bar stool is 75 cm. If something like that's even off by 5 cm, that can have knock-on effects cuz if you have like a desk that's then been made to that height and that's integrated into the floor or even the wall, that can get it can get quite complicated really fast. Something as simple as a 5 cm chair. And metrics themselves can change over the course of a project's development. I think backers will famously remember the the Anvil Carrack. The Carrack was originally concepted at one set of metrics that we understood in 2014 2015 when it was first concepted. But when it came time

  16. 00:12:04

    to actually build it in 3D years later, the metrics for the entire project had changed. The persistent universe had come online. We now understand how much more room that we need for the players to get around to to accommodate for you know, third-person camera and so on certain situations and stuff. And the interior of the Carrack had to be dramatically altered. And because our vehicles are often well, they're always one-one internal and external, that necessitated changes to the ex- to the exterior. Yeah. It's a Also, sorry for interrupting. Bad news, I have to transfer the cape. Yeah, that that makes sense. That makes put another cape in that guy's face. Yeah, but you can have three. Um but yeah, one you mentioned the Carrack, but yeah, that's also like any kind of backlog ship we've got and

  17. 00:12:51

    depend on how old it is. So obviously you guys saw Fleet Week, you saw the Polaris flying around. Um that's presented challenges as well because of those like legacy metrics. Obviously something that we are acutely aware of when we go into the white box phase. So it's something we do everything we can to to avoid, but yeah, it's difficult sometimes. And you want to mention this early enough in the process. Last week, Abra, you mentioned that you might want to consider a sidecar. Yes. So you do have to make it a two-seater, but nothing about the instructions said it had to be two in the same cockpit. But Bran in the sidecar. incredibly cute to have brown on on the drive, but nobody even said that we cannot have two dogs. Two dogs. But I would like to focus more on the transition to RSI first because that's

  18. 00:13:40

    our priority and we have these elements that we stole from the poles last week. Yeah, they're very um Mirai, aren't they? They are Mirai, but it's compatible in some aspect with the RSI. They are They don't clash too much. Do you think But for example think your art director would agree with that statement? We're about to find out. Ben messaged Dan. My team is off. Okay, perfect. But the first element that has to go if we're doing RSI is the circular one. Yeah. So, it I think this looks much much better. This still looks pretty cool, yeah. You could put like some kind of like um cover plate underneath and between the arms, right? Pointing down. It's like a front section, doesn't it?

  19. 00:14:26

    I got a message on Teams from a from Dustin. Dustin warning us that the mics were were actually live during our audio test earlier. Uh Dustin, thank thanks for looking out. Nice one, mate. We were aware, but I appreciate you looking out all the same. Uh we have these elements that is way too soft, but I would like to try an experiment. Not a lot of Not a lot of soft round shapes in RSI. No, at all. I mean, that's not to say that they can't one day be an RSI ship that has soft shapes. You know, we we have this argument I see this argument happen a lot, you know, on on on content creators' pages, YouTubes, and Twit and Twitch. We even have it internally. RSI. This There you go. Ins- Instant RSI. this idea that a manufacturer can only have A manufacturer can only have one

  20. 00:15:15

    style. But you look at company You look at Ford. Just look at Ford in the '50s, the '60s, the '70s, the '80s, the 90s, you know, it's Look at just the Mustang alone. Look at just the Mustang over the years. And our manufacturers are supposed to have been around for hundreds, 200, some of them for 300 years. So, even this the exact same, you know, make of car can go through dramatic, you know, shape language and and visual changes over the decades. So, I understand the I've always understood the idea that, okay, RSI should always be angular and and whatnot. And so, like this is what we're we're continuing that here today. You know, I'm not going to Yeah, but there's no reason it can't evolve over time. There's no reason it it it it it there can't be an era where a different manu- a different CEO uh comes in charge of RSI, and they

  21. 00:16:05

    decide, "No, in my era, I want to do something different." I mean, remember when the like when the Dodge when that new Dodge Charger and the Challenger came out? How everybody started making cars that look like that. Ford was making them, Chevy was making them. It's it's it's you you saw big changes in the Camaro. They were all inspired by those original Challenger and Chargers from Dodge. There's also examples where like um like laws come into place around safety that in like the real car world, like a lot of cars now are really rounded because I think there's like a a rule that you're not allowed to have under a certain angle. It's one of the reasons the Cybertruck can't be sold in certain countries because it's just like a sphere in like some of its panels. But then if you look at like the older cars, like the old Volvo, it's like really boxy. I mean, that's kind of its thing,

  22. 00:16:53

    right? And then you look at the new one, they're super rounded now. And partially because of aerodynamic and fuel consumptions, and then also just the visual palette of consumers has changed over time. There's something that's happened with electric cars. I'm going to get too far enough on the car, but but so many electric cars are so ugly-looking. So, it's it's like there's nothing inherent about the technology that requires your car be a weird your rhombus-shaped. Yeah. You know, pseudo cube. But everything from the Prius to to you see I mean that's I think that's where Tesla first started, you know, they started making extra cars that actually look like cars and not these weird shape box. And then the hit first went back as you said with the Cybertruck and A lot of it's because of um that production lines. So like if you look at Audi for example, they just kind of well and Mustang, they just kind of like

  23. 00:17:39

    bolting over that front grills cuz they don't need to cool the radiator anymore. And they can use the same body panels. I mean I don't I don't I don't claim to I don't claim to be any kind of expert in this. Um but it's it's just I I always like, you know, when I looked at Mitsubi Mitsu Mitsu Mitsubishi. I had trouble saying it. But Mitsubishi makes giant 18-wheeler you know, tractor trailers. They make tanks and they make something like the 3000GT and it's like it's all the same manufacturer. might truck does it. Uh uh Ben uh uh Ben is saying, "RSI itself has multiple art styles and already has evolved a fair amount depending on its age." Yeah, there you go. And he's And he's And he's true. He He's true. Yeah, that's that's English. He's right. from RSI. Oh, yeah. You look at You look at something like the Connie and you look at something You look at um what's the

  24. 00:18:27

    the the the Mantis. Yeah. It is very some basic, you know, silhouette reads that are the same but the but the down in the details is drastic different. I love the Mantis. Yeah. The the visual I I don't like its use. I want I want a fighter variant I want a two-person fighter variant of the Mantis. Ben, John, remove the swirly thing and put a turret in there like it's a hurricane. That's what I want. It's too cool looking. Like you talk about the um you know, when you said that like RSI could get a new CEO and like decide that we want to change the the in-game law like visual direction. But that happens almost in the studio, like I bet sure like

  25. 00:19:15

    concept artists join the team and then they have like new ideas for like different stuff for the for the manufacturer and that kind of like in a way achieves the same result, right? Yeah. Well, as a concept artist we have the duty to continue the vision of who came before us. Yes. And this we cannot make something personal about anything or everything we do. But, of course our minds will influence in the end everything. It just have to be consistent. Doesn't mean that you cannot express personality through that. So, in the long term it will change. Yeah, I think it's a mistake It's a mistake to think of any company as a monolith, as this unchanging thing. We're not the same place we were in 2012, in 2016, in 2024. And so, you know, each new person that joins the

  26. 00:20:06

    team brings something to the alchemy. Yeah. And you have their have their uh uh highly talented, skilled, educated, experienced developer. Of course we're going to take this new feedback, that that that these new processes, these new ideas about the very nature of how to make games in and adjust our processes. That happens with anybody. You know, we're we're not we're not unique in that regard. I think as well there's um Okay. Like even earlier Yeah, but we wanted a line, a dominating line. So, we are using this because I mean, we are not We are not a multi-bike, so. Jacob Bell says Scorpius is the two-seater Mantis with a turret. Yeah, but I wanted it to look like the Mantis. Don't understand. It looks cool. And I want I want to look cool. And it looks that there's enough space

  27. 00:20:53

    for two people to pass. I want to zoom in the Mantis. I'm allowed to want want things. Let's find a place for these guys. This is something I have a lot of respect for concept artists in particular because it's a very quick way to get your concept ignored by a production artist is to not pay attention to the components. So, like these are like really, really core something mark is very like it's first thing you do in white box is like make sure there's space for your components. It's really, really important. And if there isn't room in the concept for them, you have to change the concept and that obviously at that point you're in danger of changing the visual direction that the concept artist was was aiming for. So, it's really important and for the concept team, you know,

  28. 00:21:44

    to to accommodate for these things because if they don't then the design's at risk of changing. Oh, yeah. I think I think we talked a little bit about it last week that, you know, we've had some legendary concept artists come through this place. You know, Ryan Church and George Hall and Jeff Martin and so on and so forth. But, a lot of this some of them have at times struggled with the the one-one nature. You know, you can you know, for a movie or a TV show you can make pretty much whatever. You don't have to worry about metrics. You don't have to worry about everything fitting. different models for different shots sometimes. Exactly. The inside of the Millennium Falcon doesn't fit in the outside. That's, you know, famously that one. But, here it's like we we require a different standard for that stuff because it does all have to fit. And some have adapted well. I'm not calling out any specific person. Some have Some have done really, really well at

  29. 00:22:30

    adapting. And then, you know, some struggled and were like, "You know, it's not for us." It's like, "Okay, you know, thank you for your work." You know, some still great work. Where Where was it? Some somebody asked. A Vulcanator says, "Is this going to end up being an actual in-game ship?" Chances are no, Vulcanator. We've done of these streams where we've had somebody make something like a prop or or a costume or an alien race or ships or whatever. A few of them have made it into the game. Famously the the UEE the vintage UEE uniform from like 100 years in the past ended up making it into the game. Pico ball ended up making it into the game. The little bobbleheads the little

  30. 00:23:19

    marine bobblehead which everybody absolutely hated when we made that show. Boy the comments on that show were Yeah that was that that's a core memory there. A little bit of trauma on that one. But that ended up making it into the game and may end up making it as a piece of physical merchandise sold it last year at CitizenCon. So there's been a few things that have started here and been created here that have made it into the game. But if you're playing averages No I wouldn't I wouldn't bet on it. I might have done something stupid actually. Oh I bet you did. Yep I deleted animations. Let's re- How many control Z's do you got? I got a good story that's similar to this actually. So Alberto just lost his animation now so he's lost half of how

  31. 00:24:06

    much time It can be fixed. Can be fixed. Today I was doing some feedback Alberto gave me actually and uh 3ds Max decided to crash in the middle of me integrating said feedback. And let's just say that feedback was very because I had to do it twice it became very clear in my mind exactly what I needed to do. So the second time was better than the first time? It was yeah genuinely was better yeah. It's not uncommon you know if you have to do something My feedback was so mind-shattering that I couldn't handle handle it. So now your animations now will be even better than they were before. Yes. On the second time they always are. They better be. Cleaner.

  32. 00:24:58

    And but we wanted to find out. uh Ben Curtis writes, "I've got to get home, so I can't watch anymore, but ask Dan where the blast shields are." When are they going to let me do it? So, I asked John about this, actually, because I I really wanted to do it after the tooling, but the Polaris was higher priority, so Carrick fans and Polaris fans will have to fight out what what what they would have preferred to have sooner. So. Yeah, every changing priorities of game dev. Yeah, yeah, it's a real thing. I haven't forgot. They won't let me. Ooh.

  33. 00:25:48

    That's clean. See? Better. There you go. That's why we do it twice It's that way. Yeah, definitely not that Uh no, Mark Nan Hawk, we're talking about the blast shields for the Carrick. Jared is going to make it into the game as Jared once Chris figures out how to transport people into the game. Uh we we've This this this this comes up semi-regularly over the years as I approach I'm somewhere around a decade having been here now. There's I am just fine being the unescapable force of everything outside Star Citizen. Like there's there's enough. There's enough

  34. 00:26:36

    of this. Like look, go to camera one. Nobody needs to see more of this. Like we had a little fun little gag at the end of ISC last last quarter, but nobody needs to see more of this. It's like like the game itself should be the place where you can escape from that. So, I I I've already been immortalized in a uh in a couple ways. A little few little props here and there, and that's That's more than enough for me. But, I appreciate the sentiment. Let's see to find a way to give access to the components one day once they're laid out. Isn't Jared's name already in the game? Is an NPC pilot? Well, the NPC pilots are actually come from an an a

  35. 00:27:23

    generator. There's actually a list of first names and a list of last names, and it when it auto-generates random NPCs, it just picks one from the one. So, yeah. Uh uh I think just about just about every employee that was here at the time of the list generation is in there, as well as a bunch of general generic name list that you can download uh from the internet are in there. But, yeah, my my dad actually caught a Jared Huckaby in there and sent me a picture once. That was around the time I found out he was a player. And a supporter of the game. And I was like, "Oh." Hi, Dad. That's a good idea. I like how you did that. There's something broken. I don't know

  36. 00:28:12

    what. My will to live. They will fix it. Just leave it on the list for 3D art. If there's something that is too boring to do, they can fix it. I'm joking. No, he's not. It's got kind of a a Flintstones car kind of vibe here with the wooden I'm joking. Yeah. I can hear Corey Bamford charging from the other building right now. Mark two. No, Mark's already gone home. I guess. It's kind of a back room. Mark has a little thing we I like to call work-life balance as well. Never heard about it. That's interesting. Just to give a bit more dynamic shapes and getting out of the aesthetics of

  37. 00:29:02

    of Mirai. That is very performance-based or compatible with with the RSI, but I'd like to fill up this area a little more. Why do your sounds have accents when you don't? I don't know what that means. Well, Lady Space Patrol in chat added asking a question that I don't understand. The like 3D artists that are watching this or people who don't appreciate it. There's like when you see like a little detail, you see like that cut in that Albert I removed cuz it doesn't fit the style. Those little extra like flourishes are so annoying to put into a polygonal model, but they like they add so much

  38. 00:29:54

    and I I'll often like see people like post work on you know, on Reddit, you know, like ship ideas and stuff like that like their own ship concepts. And I think one one thing I'd say to those people and some of them look really really really cool, but definitely like if some just because something's awkward or difficult to implement that adds complexity to your shape and will usually make it look better if if it was you know, done in a deliberate way. So, you see there we got that shape transition. Albert is like filleting down and then it's creating this nice sharp angle back. It'd be very easy to just not do that, but he has and now it makes this whole thing look way nicer. The um Do you ever when you when you You to the 3D art

  39. 00:30:41

    phase? Yeah. Uh, do you ever take something that was geo in the concept and make it palm in the actual? Yeah, yeah, for sure. So, um, for those of you that aren't aware what palm is, it's basically like a decal, so a floating sticker that gives the game engine information which essentially fakes depth or height into that sticker. Yeah, it's basically this. Yeah, so you see that that looks like it goes in, but it's actually nothing. Yeah. That's Yeah, that's essentially what it is. And you can save so much memory. There there are ships where you as you're walking through, you look down and there's a great and you can see a bunch of wires beneath the great. The wires are not The wires are not there. Neither is the great for that matter. Yeah, it's all It's just a fancy, you know, a shifting uh, uh,

  40. 00:31:28

    texture there. Yeah, it's very, very, um, powerful tool. But but it's a one of the ways we can add a lot of detail, but maintain decent performance. Yeah. Okay, so in the list I'm not doing the piano keys thing, okay? Sorry, Ben. It's a great idea. Another day, though. You've got all four components. Yeah, I got the components with the relay got turned into the can, so we can put it somewhere else. Um, personal storage. We put it in the seats because it just makes sense. Like Put it where? Under the seat. Okay. So, what do you do? Like in the pulse, you click to Okay, it pops out. So, you can just say it's done.

  41. 00:32:15

    I like this helmet because Imagine thinking you'd finished and then someone just hands you a piece pipe with all this on like that. You don't have to imagine, that's what I do. That is my life. That's how bad his life is today. Top of his magic times. What about weapons? Yeah, actually a very good idea. What about weapons? Put missiles in the wings. No. Why? Cuz I don't have the answer. What weapons do we want for this kind of stuff? Same missiles, chat. Sorry? Tell him to put missiles on it. All right, chat. Uh A for ballistics, B for laser, C for missiles, D for Chat, you don't want to see me having a panic attack live.

  42. 00:33:03

    That's right, chat. Kind of too. Press C to pay respects. Good luck. Looks like you're putting some missiles on it, champ. Actually, it looks like all three. All three? All three. There's just a lot of A's, and C's on there. So, I don't I don't I don't actually have a tool with with which to parse We're artists, we don't It It was a mistake for me to even ask, chat. So, I'm just going to say they're saying all three. Okay. 07, champ. Good work. This is This will be the RSI overkill. They didn't want a map on it as well.

  43. 00:33:58

    That's all right. He did ask where the maps were. One one of the notes were were asking where the maps were. Okay. Maps are quite simple to place for such small Yeah, I think that's an easy win. Generally, in our first pass, we do just little ones. Badly placed, not confirmed. Um Is this a rocket? I don't know the size of what it should be, but I believe it shouldn't be too big. I blame the designer for not giving us the proper spec. Blame Mark, always. How many? You could put them like under the wing of the winglet.

  44. 00:34:45

    Oh, yeah, yeah. Under the front little winglets. Oh. Oh, sounds horrible idea, but sure. What's wrong with that idea? You you want you want rockets at the very very front where you're likely to bump into something. Look at that. Oh, come on, it looks like a like a fighter jet. That That Well, yeah. Th- This would absolutely be a GI Joe or Cobra vehicle, right, at this point. Just random rockets. There it is. Uh that's one too many. We we reduce Only one. Only one. No, no. If this is actually RSI, it would be like integrated on a non-planar face. like here with some Oh, that's right, yeah. very nice blue light. you got to do it. It's RSI. Why I have to? Okay, sure. You're right. No, that You make a good

  45. 00:35:33

    point. It would be integrated. Now, the the the laser guns would be on little pivots. Yes. On little uh I'm going to explain to my therapist why I cried all afternoon today. That was before this. That was for yesterday. That's just because I miss my dog. Yeah. So, the front should be two little size ones on on on on gimbals. That's the word. Only took me 90 seconds to remember the word gimbal. Watch them think this says something interesting. It just says what we put on the on the slides earlier. Someone's in Photoshop right now. Trying their best. Unfortunately, it's boring.

  46. 00:36:23

    Feedback is boring. Fortunately, feedback is boring. It's almost Crab claw engines. I have no idea what that means. It's like the You could call it a clam shell if you if you wanted to. yeah, maybe. Yeah, it's the same kind of principle. You know how the Scorpius has like it's kind of like wide kind of rectangular engines that like like that. Um Are like in Star Wars? No, like in Star Citizen. Okay. Uh is this a replay ask infuse? No.

  47. 00:37:17

    This is part two of last week's show where we uh take the thing we made and utterly change it because of the feedback. A crucial pro uh part in the concept process. I've never gotten to showcase it before cuz nobody was willing to come back the next week. I mean, I was on the edge. One thing I wanted to mention uh talking about the MAVs on this list. One thing that the players might not know about MAVs, which is actually something I found really cool when I started working on the ship team, is where they are on the ship genuinely make some impact to the design. So, I remember on the Fury we had very limited space to put MAVs

  48. 00:38:07

    it was like design we're like, "Can you please get this MAV as far forward as you can?" Which if you look at the canopy on the side, Alex managed to make it so actually actually comes out from the body forward because we were asked to get it as like as far forward as you can and then when we did the racing variant of the Fury, and my butt got put on the wing where the gun was because they wanted another one even further forward, which is probably the reason why it handles so much better because it's got better turning potential. So, it was really cool when um when I first started trying to integrate it. This would be a but That's not your That's not your best work. It's not my best work. It will do. Please. Maybe just delete the third one.

  49. 00:38:59

    No. Too late. I did it. Next feedback session. So, the RSI is a bit more space and less performance, I guess, than the Mirai. So, I don't want to have shape like this. I thought there was something that streamlines streamlines from beginning to end. Oh, and the and the that uh the RSI style intake big gap in the front. Mhm. That was That was mentioned in the feedback. No, the clam shell thing. But, that was the engine crab claw. Is that the engine or the intake?

  50. 00:39:49

    You've got the paper. Checks notes. Literally checks notes. It just says clam shell shape. Yeah, but what was he talking about? Intakes. Intakes. Intakes. Intakes, okay. Intakes. I really don't know what he's Wait, it says crab claw for the intakes and then clam shell just in general. Let's go look at the Scorpio. You still got the Scorpio over there? So, you see the front's like Ah. And then if you look at the back, it's quite similar. No, no, he's talking about this. Those things there. Those things. If you look at the back you see it's kind of square. Okay, I'll try. Oh. Is it a wireframe? Yeah, this is a

  51. 00:40:36

    production model, so it's kind of heavy. I thought you going to say something else about it. It's made by monkeys. Is this the Antares? I can't tell if it's No, it's an Antares. It's obvious, yeah. I was trying to work it out from the back. I don't have that many bad things to say about you. Why didn't you ask for a non-triangulated version? Because I did it 15 minutes before coming. Because I find out about all of this this morning. And he didn't give him time to prep. So, for context, this wireframe looks crazy. has to spend his day doing his actual job. Yeah, he can't before he gets to come. He's helping me with mine earlier, which was very nice of him. And now I'm just I'm just annoying him. You always do anyway.

  52. 00:41:24

    Yep. But yeah, for the people who don't know, you see the the Scorpius mesh has like got triangles literally everywhere. That's because game engines can only read triangles, so even though we typically model with engons and quads and not many triangles, when it goes into game under the hood it gets triangulated is the term, which just means turned to triangles. Oh yeah, just shrink that, make that the same as the front. Oh yeah, okay. Oh. It is called lazy design. That's pretty cool. And it works. This would be hell on earth to integrate on a production set. So, definitely do it. That was pretty cool.

  53. 00:42:21

    The dollar live says Alberto is a master of lazy design. The dollar is lazy. Wow. Wow. Whom I stopped moving the mouse off. Sure deserves more. That's your mom was watching the show, I was saying. That hat is very comfortable. It is actually. I see why you wore it so much, Jared, through the pandemic. What did I say again? This hat is really comfortable. Mhm. Uh let's give it up with the normals. Boy, boy, I'm so blind.

  54. 00:43:16

    Vaderin says, "Some say lazy, I say working effective efficiently smarter." No, it's lazy. How do we make it look more RSI? Just chuck a bunch of RSI stuff on it. Yeah, after a while this happens. I think. Does that affect the entry exit on him? No, because they will move. Oh, that would be pretty cool, actually. You want to give it the Mantis QED? That's right. A QED hover bike.

  55. 00:44:05

    That'd be about as useful the Rock DS. Probably more useful. Mhm, with or without? Ask them. With or without? Which one? The The winglets. Do you want Do you want them or not? I like them. What is happening here? Global, medium. Water. Yeah, today is giving me a lot of weird issues. Is the keyboard finally rebelling? Trying to think what else we got. You

  56. 00:44:54

    did You haven't done the maps, have you? No. to do the maps, don't you? Let's do the maps. You know what? You'll keep it like this with mustaches. You could also flight mode to give them a more aerodynamic shape for faster straight-line speed. Oh, that was That was the thing with the with the wings collapsing. We We did that. We done that. And I already Now, maybe you should add a windshield just so you can get those RSA struts in. Just like put a windshield up there where it's only got a ti- the tiniest triangle of actual glass. And the rest is all struts. Yeah, just put a bar through the center of the player view while they're flying. Like this. Yeah. Now, that's the the Ah, perfect.

  57. 00:45:42

    Just for the dog. Suddenly feels much more familiar to the Connie owners. Ben could have stopped watching, right? Good. He did, yeah. Thanks, God. I want a job on Monday. This one, possibly. No, stop procrastinating. Let's do the mobs. Yeah, take the stress out. Could you take the mob off the off the Scorpius? The muscle. Why did he put it there? It is. It's a bit big. Shrink it. Yeah, thank you. I didn't know that. how you do it. That's the one. I forgot is it Is it R or S in a blender this guy? S. I know things.

  58. 00:46:30

    Oh, did we just Don't worry, this isn't max. It'll come back. When was the last time you saved? It saves automatically. Oh, that's such a Well, since we're waiting, tomorrow there is the bar citizen in Manchester and thank you to Chris Lowe that printed a lot of this. We're going to give about 30 of them Do you mind if I get we can get closer? Can you make them to everyone who comes to me or Don and says "Bran is a good boy." I said it because of my face you being. crash. As soon as I said Bran. Yeah, so what he was saying is that there is a bar citizen here in Manchester tomorrow. It's at Cargo. Just Google Cargo Manchester. That's the name of the place. Alberto will be in attendance and he'll give little 3D printed Brans to anybody who uh

  59. 00:47:20

    I don't know. Pushes them or something. No, you have to come up and say Bran is a good boy. Oh, you have to Cuz otherwise we're just going to get people like you have That's how we're going to find out who watched the stream on it. You have to say Bran is a good boy. Bran is a good boy. Or any other bonus points to say ciao Bran. If you say ciao Bran, that's That's probably easier. There you go. Back to work. That's enough of a break. What men should do to not go to a psychologist? Not go to what? Psychologist. Psychotherapist. To therapy. Purchase a toxicologist. I was like what? No. All my stuff. Does it have a relay? Yes. Very good. I don't know where, but it does. Totally off topic, but would Jared ever grow his hair back?

  60. 00:48:09

    Jared is a just a miserable Jared. It's It's summer now, so No. Yeah, it's live captions of London. No, not live captions. It was like It was a Windows update with AI, of course. Okay. What else we got? Let's go through the list, shall we? Change manufacturer to RSI. I am not done with that. That's kind of still happening. Dollar live got timed out by night rider. Who got timed out? Dollar live. Who was that, Leith? The dollar. Leith got timed out by night rider. Thank you, night rider. So, see Make it a two If you've ever been timed out by night rider, that was a CIG employee that just got timed out by night rider. Yeah, there's no CIG Good job, night rider. Keeping us safe.

  61. 00:48:58

    Make it a two seater. Well, it's a three seater, so there you go. 50% extra seats or 100%. I don't even know the maths. Add more framework underlying structure. You did that, didn't you? It's going to be time consuming. You did that. I'd say you I'd say you did enough when you extended the front bit out to match the thing. Yeah, we'll just say that's fine. Integrate the piano key style dashboard. I'm not doing I don't have time for that. I'll do it. RSI layer Do you want to give at least one control, one HUD? We haven't done any any interface whatsoever, do we? We put the pillar in the way, didn't we? We would the anti HUD. Yeah, that's a HUD. Stick your texture there. Really, all

  62. 00:49:45

    HUD planes actually Oh, the bone the bone the bone the bone. The bone. Nice. Oh, wait. Modeling a bone in blender is just dangerous. that is dangerous. I I I have to do it. Make sure you do it the other way symmetrically, not the way that you normally would. Yes. I think they've cut they've cut the wide shot. Screen shared, you don't have to be the Just be careful. Yes, this is the correct way to do it. If you'd done it the other way, we'd have been in trouble. I mean, I did it the other year, so Okay, so I'm still working. I don't see the bone in the list, although I think it's further down. No, it was in the one that we had on the desktop. Okay. Oh, that was the personal storage, yeah. Okay, we did that.

  63. 00:50:32

    Done that. Exit animal, yeah? I feel like we we we can take that one straight away, but I feel like we should add at least one screen that that that to satisfy the Just extrude that bit up. Yeah, like like a little just like a little TV or something. Got to be some kind of instrumentation. I'm trying, Ben. Your employees are unruly. Get rid of the strap. Get rid of the screen views. Get it in his mouth. Why is it there? Make it a bit smaller. No, it's okay. It's all right, that. Ben's worth a bigger bone. There it is.

  64. 00:51:22

    Okay. Editors, all yours. Good luck, Reddit. Get rid of the head. Not playing. Right, next. Mouth's done. Wing transition done. Components done. Really, this is easy, this. Look at this. Relay position, we're calling that done. Bone, done. Part components are all done. player's path to entry is obscured by the mechanism. That was done now, wasn't Yeah, it was done. I broke the animations again, but it's fine. Upon going into landing state, the volume for the ship's silhouette changes in a way that will not make it compatible with most What? Mark, why are you suggesting that?

  65. 00:52:09

    No MFDs or HUD elements. No No one's worried about the silhouette of the ship. It looks too cool to just change it. I think Mark's worried that it can't fit into the EGS. Like if we wanted to drive it around inside that. And then buy a pulse. Yeah. Yeah, Mark wants us to be able to I see people getting like the the Fury into MicroTech and stuff like that. That thing's pretty Yeah, they're literally flying around the spaceport. Although the guy who's doing it is like really passive. Like he's not shooting anyone, which is very I got a lot of respect for that level of restraint. Look at this. Resolve this bit I think on the front a little bit. You see this piece? This one here? No, like shell the the kind of bonnet.

  66. 00:52:55

    Huh? You see the bonnet here? I don't know what a bonnet is. The Oh. Oh. Someone Oh, you're in didn't add the This thing. The the shell that's the bevel that always We didn't add the little laser repeaters. Oh, yeah, yeah. And on the front wings. The little size ones underneath the front wings there. You could probably just fill it in by And then the guns are Sheraton. And then we have to get We have to get rid of the iridescent paint. Why? Was that Was that in the feedback? Oh, I guess we put it in cuz it was We put it in cuz it was an alien What's

  67. 00:53:41

    And the manufacturer were What's our size color? It's like a deep blue and mid gray, isn't it? Um black and orange. What's our size black and orange? I don't You are doing the Polaris, not us. I know, I'm just trying to think. So maybe I haven't doing all my work. inside logo the logo the logo is It does have the orange. Yes, tertiary color is a black and orange and like a gunmetal Yeah. a Yes. There you are. You want that gunmetal. Yo. Look at that. Yeah, yeah, under slung. So they can so they can get more Yeah, I mean I'm just changing the materials. Well done. This the feedback's done.

  68. 00:54:28

    Tinan Tanix says, "Two weeks on this. Jared's officially completely run out of ideas." But you're still here watching. I don't like this. Yeah, I can confirm everything on this sheet is accounted for. So well done, however. I guess we can render it now. See if guns are in this position. Oh, you put them at the ends. Yeah, yeah, look at that. Oh, you will get more range of motion that way. Let's get rid of the color. Not for my choice. Yeah, it's all

  69. 00:55:20

    Let's try. Oh, that's Yeah. I don't wait. That's pretty That's already here. Do you have a decal like an RSI decal we can put on the wing? That's with me. You didn't have enough time to prepare. That's fair enough. Do you want more mats? Just imagine there are maybe hide the component boxes now as we know they fit cuz they never look nice in the final render do they? Even in game like when we're working on this we have like these placeholder boxes but usually just hide the layer on because

  70. 00:56:08

    the they get spawned on in game later. Do you know the font that RSI uses? No. No idea. I have the font. I just don't know what it is. Do it in like comic sans. There's a new CEO in charge of RSI. That's right. He's in and he's making a statement. I don't remember how to change it so no. Maybe Leith knows it. Oh but he's banned in the chat. We can't ask him. Of all people Leith would not change it to comic sans. He's back in the chat. He's back in. They thought we'd do it. It's too late. He's going to say something that gets him banned again. There's no way we can he won't be serious. Oh wait you've done

  71. 00:56:56

    it there you go. That'll do. Chris is not going to tell you cuz you messed with his mouse. I messed with his mouse because because he changed my font. Yeah he changed your font. This is this is area of expertise. He knows how to do this stuff. Do it the yellow maybe Jared's mentioning. I don't know if it'll look good to be fair. No it doesn't look good. No too much light. What if Oh, do you know what we could do? I

  72. 00:57:43

    don't like uh how easy it is to do in Blender, but can you put like blinky lights on it? You know, like um You can put the lights, not let them blink. Okay, put some lights on it and you've got like you've got like a minute. Yeah. Nice. Get your render.

  73. 00:58:41

    No, render it. We just show it in like this and put cycle on. Don't crash. The light is pointing directly on that wing surface. It's fine. Oh, there you go. That looks nice. All right. Well, there we go. Not a bad way to spend an hour. And of course this is all still from what is essentially one silhouette from one thumbnail. Yeah. How many thumbnails would you actually create? It depends by the ship and the situation. I can say that we had 17 for the pulse. You had 17 different thumbnails, that's 17 different silhouettes, shapes for the pulse alone. Yes. Before you even got into detail. had nine for the civilian, for example,

  74. 00:59:28

    and three for the storm. So, it depends. Yeah. And in this these 2 hours we've done one. With slight with with some slight change you know, feedback changes, but essentially one silhouette, one thing. Yeah. Is it very chunky when we present stuff, especially to the high direction of the company. We try to polish it a little more. Suffice to say there's a lot of a lot of work that goes into making these. Yes. Unfortunately, yes. Unfortunately, yes. Show the animation of it getting in. No, it's broken. Yeah, it's only it actually deleted all the Well, that's that's it for this week's show. Thanks for hanging out with us everybody. Thank you again to Dan and to Anto- Alberto. She's After all we've been through. This is my seventh time here. It's the

  75. 01:00:16

    end of the Can you think of how much better these shows would be if they were like a Tuesday when I was still fresh and not the end of Friday. Uh thanks for joining us. Um What's that other show we make? ISC. ISC comes back next week. ISC comes I I I What's it called? ISC comes back next week uh with the first of a three interesting and unique episodes. I hope you'll tune in and check them out. And then of course we'll be back here next week. Next week's SCL is another game dev special. We've got members of the environment team on and we are going to create a forward operating base as seen in the upcoming Pyro system. So, come on back to check that out. For Star Citizen Live, I'm Jared. That's That's Alberto. That's

  76. 01:01:06

    Thanks for watching. If you're Check the Bar Citizen next this week cuz it's International Bar Citizen Weekend. If you're in Manchester, Austin, Los Angeles, Frankfurt, or Montreal, there's probably a Bar Citizen near you happening this week. Good chance of many devs and and folks showing up. So, check out the RSA website for details on that. take care and show them Brian one more time. Go ahead. I know you want to. I would love to but I can't. Oh, there there you go. There there you go. Thanks for watching everybody. Take care.

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

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