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The Next Great Starship . Episode 1.1

31 January 201400:43:461,099 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    hi I'm Sandy Gardner coming to you from the YouTube space in Los Angeles California and right now 24 teams begin a journey to become part of video gaming history by designing the next great Starship welcome to the first episode of The Next Great Starship I am here with Chris Roberts the creator of the wing Commander franchise Privateer starlancer Freel answer and then he took a break a Hiatus into film and now he's back with the new space epic Star Citizen tell us what brought you back Chris Star Citizen is the game I've always wanted to make and never have been able to make and one of the reasons why I took a break in the past was that the technology wasn't there in terms of just the Fidelity of

  2. 00:00:50

    the simulation and also in terms of how people could interact in a sort of living breathing Universe um so I sort of finally felt like the technology had changed and I'd come back and make the game I'd always wanted to make and essentially the game is the dream when I was a kid and I watched Star Wars when I was eight and you know I wanted to be hand solo get in that ship and fly anywhere in the galaxy and and find my adventures and uh that's really what Star Citizen does and you can pretty much play any character or role you can you know you want to be a merchant you can be a merchant you want to be a mercenary you can be a mercenary you want to be a pirate you can be a pirate uh you want to be Explorer you can explore and you go from planet to planet discovering things buying selling upgrading your ship just doing whatever you want and creating a name for yourself in this galaxy and I and I think that's something I've always wanted as a game player and I and luckily I think there's a lot of people

  3. 00:01:38

    out there that want the same thing so that is Star Citizen Star Citizen is crowdfunded which is quite a unique project we have over 300,000 fans backers y thank you to everyone out there is pretty crazy and you know you were there obviously helping us as our head of marketing to to do the crowdfunding and uh it's a really special way to do it I mean in the past you wouldn't you weren't able to do this but in today's world with the way the internet works you can reach directly to the game players and that was another reason why I I came back when I left before it sort of felt like it stagnated and wasn't taking risks it was sort of very traditional um big publisher go to the stores everyone wants to make a sequel whereas now it sort of feels like if you can come up with an idea that can connect to the game players out there you can go straight to them and uh they can respond

  4. 00:02:25

    and support you which they have done with Star Citizen which is amazing yeah it's allowing us to make this game at a level that I probably wouldn't even be able to make even if I was doing this with one of the big Publishers and one of the things that we thought would be really special which also ties into another core part of the game is is you know we're very focused on especially this is in PC gaming user generated content where the players themselves can create content and put it into the universe the next great Starship is sort of in celebration of that I mean one of the tenants of star citizens to allow players to sort of do some of their own modding um maybe even create their own little local server um to mod and play the game down the road and and that sort of you know a long time ago I made a game called freelancer and we sort of put modding in as an afterthought uh and you know it's 10 years later now and there's still servers running for

  5. 00:03:13

    freelance even though the game isn't for sale hasn't been supported by Microsoft for you know over nine years um people creating all different universes in it because they can modern and that was an afterthought so from the beginning we're really trying to have those tools there for the users and we thought you know what better way to sort of bring it to the Forefront and involve the Community which is a a big part of how we're building this game is the community is involved in the process of building it not just playing it at the end um is to create a competition where the members of our community that are artistically inclined that can design spaceships and build spaceships get a chance to show off their skills and then the community outside of that that don't necessarily have the same skills but can also participate by voting and choosing the ones they like and so we're sort of opening the process up to everyone to allow them to see how it happens how it gets made and to pick their one Starship

  6. 00:04:02

    they want to see in the game that's user generated and uh I think that's going to be fantastic and the talent that we've got here is amazing I'm I'm completely blown away by the level the quality level I mean it's it's as good as uh what we do internally um uh with you know serious hardcore professionals that been doing this for a long time and speaking of the professionals or some of the professionals that are going to also be judging with you let's meet the judges my name is Mark skel I'm an art director here at Cloud Imperium and I've been here since January 2013 as far as the weapons and the ships go I want to see a history and I want you to convey a story as art director here at Cloud Imperium my role is to clarify Chris Robert's Vision to help him realize the world of Star Citizen my

  7. 00:04:50

    name is Chris Olivia and I'm Chief visual officer and I've been with Cloud Imperium since January 2013 my role is to help oversee big picture look and feel of all the art and Star Citizen this starts with working with various concept artists to flesh out the complete Universe the end goal being that quality and consistency is carried out through the completed game asset in working with Chris Roberts my goal is to help realize his aesthetic vision for the game so he and I will work together and collaborate to provide feedback and Direction on all art make sure everything ultimately meets that Vision I'm Chris Smith I'm the lead vehicle artist at Cloud Imperium I started in January 2013 modeling is an important process for our ship creation pipeline uh taking a concept uh from from a drawing to a finished game asset is a very exacting process I personally enjoy making a game asset as real as possible

  8. 00:05:42

    uh I use a lot of real world references and and mix them up with sci-fi elements to to create a real good uh feel for the player uh sort of immersive but yet futuristic my name is Sean Patrick Tracy I'm a cry engine evangelist for krych and I'm I've been working with Star Citizen and Chris Roberts since the very Inception of the game about 3 years ago my design philosophy when working with the cry engine is to get the asset in engine as soon as possible um you can work with it within DCC tools uh but when you're working with a Visionary like Chris Roberts he needs to see exactly what his players are going to see as he has a very specific vision and if he can deliver this Vision with the cry engine then that makes me that much more happy and here we are with the judges who have different expertise in the creation of the next great Starship and

  9. 00:06:30

    all of these judges are very pivotal in the creation of the world of Star Citizen First of all Mark Chris Chris Chris and Sean so we have three Chris's we had over 200 entries from all over the world around 65 countries entered and the judges were very pivotal in looking at all of the videos and there were some pretty incredible Talent throughout they looked at them over the new year they did their first selects unfortunately chop chop it off yeah exactly and it was quite difficult to narrow it down because there's so many good ones and it's like when we're going through them we sort of like listed okay well this is a 10 this is a nine this is eight I have to go back and rewatch it and sort of like eliminate one slowly but it was

  10. 00:07:18

    very difficult took a long time I was totally Blown Away of how much uh how much talent there were how much creativity went into the videos uh time thought effort I mean it's just it was amazing uh what a fantastic opportunity for these guys too I mean I was not expecting that level that caliber of of t i I didn't expect it to be as difficult to whittle it down so originally when we did this I thought okay I'm hoping we're going to get 16 that are going to be good enough and we sort of Whitted it down to I think 42 we all sort of had picks on and then that was tough getting that down to the 24 we're going to show now and I don't know out of those 24 I mean for me all of them could go through so absolutely we're going to have some arguments on this show I think but um that's what

  11. 00:08:05

    it's about so guys as artists designers modelers um and judges um how big of a deal is this for all the teams and their people to Showcase their talent it's a huge deal it's a huge opportunity for these guys especially uh they're getting their stuff seen um whether it's coming to work for Star Citizen going to work for somebody else I mean they get all their stuff seen by a lot of different people and that's a huge opportunity I think for any artist any designer anything just getting your stuff out there you know I wish I would have had this opportunity when I was just starting out that would have been amazing you know yeah and I think as a platform it's probably bigger there's a couple other competitions modeling competitions but they're very much in the art community where this is a platform that it's not just the art community it's the 300,000 plus people that have already B Star Citizen and

  12. 00:08:55

    probably a lot more people that will sort of learn about this show and see I think it's a huge platform for people to to show their work off and you know what it's fantastic work it should be shown off it's brilliant Chris why don't you tell us what the requirements for for entering the competition well yeah so we we thought uh the thing that would be the most useful would be to put the contestant through sort of a mini version of the things they would have to do building the bigger ship so that would be um you know conceptual design modeling and getting into the engine but of course a ship's a big thing so we decided Well let's take a weapon um so one of the weapons um we took from our universe uh by the sakur sun corporation that takes human technology and combines it with Jean technology which is one of the alien races in our uh universe and uh we asked them to build the Sakura Sun

  13. 00:09:44

    windfire I believe is the name that we gave the the gun and gave him some specs on [Music] it the cool thing about the weapons man is it's like it's a good like small version of a sh ship right you can really tell like if somebody takes that thing and like you know designs it out and you can tell their concept sense and their design sense and also you can get a good uh bead on like how they build stuff and if they build it clean and how they texture I mean it's a nice little like first step to a bigger ship and so I thought it's a it's a great way to get your feet wet for sure let's get to it we have eight teams that we're going to review in this first episode but only five can go through let's roll the the first contestant hi I'm shal I live in Mar

  14. 00:10:36

    Argentina and I'm concept artist for team Aries hello my name is T newon and I'm the 3D artist for the team I'm from Melbourne Australia hi my name is David Johnson I'm from De Mo Iowa and I fill the role of game integration my responsibilities were the animation implementation and setup of our model in the cry SDK all right guys that was Eris heavy manufacturing Mark what are your thoughts I really like this weapon I think the silhouette is really good I like the gas canisters that kind of

  15. 00:11:25

    poking out the bottom I think it breaks the silhouette up nicely I like the way he bod the barrel instead of just keeping it straight I think that was all really good choices silhouette was nice but I thought the little canisters sort of seemed tacked on in my opinion did you you know what bugged me about it though was the the little uh glowy strips on the top they weren't like symmetrical they were kind of off if you're going to do it either like give it to me clean or like break them up you know what I mean they seem kind of wonky and that kind of threw me a little bit but the texture the texture worked was quite nice actually I thought I mean it had nice little panel details in there and stuff like that the modeling it was decently executed for sure agreed it was nice colors uh a little bit of the Rebel Alliance red in there and uh I like the

  16. 00:12:13

    way it looked an engine you know it had a good Grime on it um so it didn't look brand spanking new it looked like it could go on a ship right away uh the in engine presentation was really good I would have liked to see some more Shadows coming off the objects me a lot of times the lighting will sort of Make It or Break It as far as salesmanship of it of presentation absolutely right I could have done with more detail on on the weapon I like to see more G bble or something I mean you know You' got you got the budget you sort of show it off so I sort of felt like the weapon itself was maybe lower res than I'd want to see in the game all right so that's a big thing for me we're already like even on our weapons we're upgrading them so when you get really close up you can really sort of feel them and see the the the you know the moving bits and uh so I felt that was not quite to the level of like high poly detail that I want to see I think

  17. 00:13:02

    it could use some gribly bits and then some rest and maybe some gbly bits just to kind of wait it out a little bit cuz it is like super it's very even uniform I guess across it and what are gribly bits for those who don't know gribly bits or uh what else do they call them I was wondering what that was I thought maybe that's something technical I didn't know it's fiddly bits fiddly bits whatever you got to use them properly let say uh Chris Rober ISM it comes from Old School modeling like so in the old like Star Wars they would actually make a physical model and then all those little bits of detail actually didn't really mean anything but they would sort of get them from old model kits and and sort of just glue things on to sort of make it look interesting on the surf Vis that's the name for gble so gel basically just detail on a Surface I have learned a new word with this team G

  18. 00:13:49

    gble gble gble all right guys so overall thoughts I like the design um I think it's solid there's just a few things that kind of bother me about it I love the in engine implementation it's good presentation in engine as well uh it was pretty obvious that he got what he wanted uh outside of the engine and brought it in it's pretty good there's a lot of positives to it and it definitely would be something you would see in a lot of other games in our game we're sort of going to the next level we want to have higher detail more Poes so would it fit in Star Citizen today no does this team have talent to get there yes I think they do uh does it fit in this 16 I don't know it's definitely in the 24 but does it fit in the 16 that would be the question all right guys and let's roll on to our next contestant hi I'm Steve my name is we

  19. 00:14:39

    are the team raging vertex we live in CLE this is in Germany and we are very excited to join the contast Mark I love those guys I want action figures of those guys so I can like put them on my desk and like talk to them and but they need to have voice too we edging bar Tex yes I actually I actually think they're from your hometown yes Castle they are indeed what' you think I I thought that modeling left a little bit to be desired on this one uh it seems like they put a lot of thought into it mechanically wise but their

  20. 00:15:28

    textures of modeling we're not quite up to Snuff I thought this is German engineering at its finest it's very nice because yeah okay the art might not be there but actually there's a lot of implementation stuff that they went through that they didn't have to do that is actually pretty tricky to get the weapon on the ship to get it firing to get the animation spinning up spinning down uh they even have the effect from it like you know when you get some motion blur on it looks like the actual guns going the other direction then it spins down it goes slowly I thought the in engine implementation was really good and you know little details like recalls so the animation was actually quite good but yes the the actual gun itself was a little too definitely simplistic and the texturing was pretty simple for me it needs more detailed tactile feel to it I think the overall the colors didn't seem to have a a cohesiveness to the the texture and color seems sort of very very light here very dark here and it

  21. 00:16:14

    was just too contrasty and distracting on a um just a pure modeling level the way that it crashes into the the main hle of it like back um it's just put in there instead of any sort of thought about how how it connects like any sub pieces that that like bolt it to it they just kind of crashed it right into the geometry which that's one thing that you know you definitely need to think through that like okay you know is it welded is there a a plate that goes on there that bolts to it those little details are what Clues you in that a how big this thing is and be how well it's built sounds like the in-game engine part is really well done you get bonus points for that for put on a they're strong on one side and not so strong on

  22. 00:17:04

    the other side cuz there's plenty of other we've had some other people that have don't nearly have as good of an engine implementation right and it's not actually that easy to do that and they do have a great name I mean raging vertex is pretty awesome cute man I love them I can see I can see him with two I could see him some glow sticks like in a nightclub yeah so let's keep rolling on to the next contestant my name is vadir and I'm true team captain and video editor I live in the greater Montreal area hello everybody I Alexander C from Ron Russian Federation and I'm the designer of the True Team main part of my job was the 3D model of the Canon hi all I am Demitri a freelancer designer and artist I live

  23. 00:17:52

    and work in me team true what did you guys think Sean yeah I'm a little torn on this one Cu uh the first glance I looked at it I wasn't really a huge fan but the longer the video goes on uh the more you see of it so there's this one part where uh the video is panning across and the weapons rotating and you've got a lot of mechanisms inside and actually I think that looks really cool but then again it gets to the back of the weapon and and it looks a little bit strange because it's just a normal map it's all indented and things like this but none of the actual geometry is following those shapes or anything like that so um the effects are fantastic in the engine

  24. 00:18:39

    that's pretty hard to achieve um in the amount of time that they had feels like a handheld vacuum a little bit to me for some strange reason I don't know why like maybe because it's it feels like it has a handle on the top and just like the way yeah the way that they laid in the normal Maps um feel a little weird to me uh it's not the detail level is not there um it feels like they tried to make up the detail of these big surfaces with just kind of random normal chunks you know it seems like they should have cut out some of it a little bit more and recessed or depressed a little bit the way that it spins inside of itself is a little I don't know it feels a little I mean I actually I actually like the the barrel part the best like he said yeah it was kind of unique that was cool the

  25. 00:19:26

    way those um the things the secondary plates came out and it's rotating within itself the back of the gun was very uh simply modeled and then you know they used uh a lot of the Engravings and stuff which you know has kind of an alien feel to it I liked what they were going for so I liked it it was more sort of alien feeling than a lot of the other gun designs uh and I did like kind of the effect of the two sort of the barrel where it sort of span and it would sort of reveal the inside and not reveal the inside and also actually if you went back into the main body of the gun sort of I don't know what you want to call it but like the fan area it would show up and that so those were two areas where gave like really interesting visual detail and a nice stuff some of the ideas are really good I just sort of felt maybe the execution could have been better basically if I was going to Art direct it I would I would want them to

  26. 00:20:14

    um give me a couple of variations to see where they could push it right so it sounds like we liked the alien technology parts of it decent ingame some nice After Effects it's it's pretty cool I mean for a vacuum I think Dyson would like it it's you know it's got a cool little dce design you know but for a for a weapon you're saying it sucks sucks okay let's see if team true makes the final 16 all right guys are we ready for the next video yeah let's R it do it hi I'm Sean wman on the internet I go by fuzzy modem I'm a independent filmmaker and visual effects artist and I live in Fox Alaska this is Fox there's the liquor store bar and the brewery and downtown I think it's safe

  27. 00:21:07

    to say I'm the only Starship designer in town for the first part of the contest the challenge to design a weapon I really latched on to the description as a particle accelerator and the alien technology I have to say wow on that one I know nothing but what what do you guys think liquor store bar and Brewery that's his town they get liquored up in that town I'm surprised his uh his gun didn't turn out like a a bottle or something yeah so actually I really like this design I actually think it's one of the best designs in the competition hands down um it was actually the only one that I voted for that wasn't an engine uh because there was no in-game implementation I thought you were going to rag on it cuz it wasn't an and I would have but I'm really sold under the design I love this large hydron collider sort of look it's a particle accelerator

  28. 00:21:56

    so this all makes sense to me it doesn't look like the Flor or something like that I like it I think it's one of the best designs definitely I really liked it for me just on an artistic sense um first of all onean band I guess up foxas there isn't much else you can be a lot of the other guns all had a very common theme this sort of felt like it had his own identity had really nice detail looked looked really interesting and sort of did feel like it could you know okay that looks more like an alien gun infusing sort of human technology I was super impressed with it I really liked it well before we go to the artists Christmas what did you think I liked it a lot to he's an artist well well you know the artist the step an artist instead of an artist I like the design a lot as well uh he had a cool theme and everything uh

  29. 00:22:44

    some of the execution could have been done a little bit better uh I thought the textures but it was a very good start you know what I liked it too man I thought the design was I thought it I thought it turned out really well it was real interesting it had a lot of depth to it so there was multiple layers of things happening and again silhouette I keep going back to it but it had a a very interesting silhouette that was weighted nicely for me so yes indeed I was hoping for some sound effects but yeah yeah there you go and I heard actually in Alaska there sometimes the electricity goes out in the wintertime so I applaud him for pushing through for pushing through it with the generator or whatever yeah he's hunched over his keyboard with the generator in the background and he's making some

  30. 00:23:31

    awesome you know weapon definitely has the passion then so it sounds like overall like maybe could have pushed it a little further yeah I liked it you know iname part we about that it needed to get in game but like I said it was it was such a good design that I couldn't I couldn't rag on it for not getting it in game CU actually from what it looks like it's it's pretty much ready to go in game right away maybe you just needed a little more time it would helped to see it in game for sure okay you guys ready for the next team here we go hi there I'm Sky I'm very excited and looking forward to uh showing you some of our team's work I live in Western Victoria in a little town name Portland okay my part was to um help come up with the design

  31. 00:24:20

    I'm C I am the graphics designer from timus I live in L sou and in Germany hey John Sanchez AKA warmes here I'm an aspiring programmer from the frosty regions of Middleton Wisconsin my job is to provide coding support to the team which in this instance basically means staring at XML files but I hope you guys really like our project wonder if that guy knows that there's

  32. 00:25:06

    something green eating his head do you think he it seem he seemed completely clueless about the space slug Chris Roberts let's start with you what did you think this is one of my least favorite of the ones that of the 24 that we have left um mainly just because I feel like a we've sort of seen that design and shape before uh but also it wouldn't excite me that is not a weapon I'd want to buy and put on my spaceship you know it was good that had got an engine obviously all the way through the the pipeline blow up things in the engine um even have some pew pew sounds but um I just sort of felt the actual gun itself was more simplistic than than I would like and U you know I wish they would have done a little bit more with the lighting cuz I mean man the lighting really killed it on that I mean it was soat texture and just I'm sure he likes the gold texture what gold the gold I

  33. 00:25:56

    like the gold texture was I think I think it was overly metallic looking and you know sort of glitzy like his but it was like it was metallic looking but with no gloss how good was the in engine stuff the engine stuff was okay I mean I'm I'm impressed that they got it in they got it mountable like you can go use it and it was uh you know obviously in the free SD he can jump in shoot at Humvees that's cool um so the implementation's pretty good but the presentation and engine leaves a little bit to be desired I got to say you know just turn that time of day a little bit change up the lighting so it's not directly above you you know things like this um it didn't do uh some of the some of the texture work Justice on it I think um in terms of the in engine presentation I mean I think in this instance they could have spent a little bit more time uh trying different types of Concepts out on paper before they moved into like building something well

  34. 00:26:43

    yeah I mean the one thing a lot of people respond to the Simplicity is like it's all sort of one Hue one color right it does it's not really broken up there's not any Grays in there or anything that kind of breaks up the the gun even texturally and then Mo yeah the modeling part was uh seemed very simplistic like Chris mentioned some other guns you know there's a lot of thought put into the animation and this one's just sort of very basic like we were talking about before there's no rest in your eye right it's just yeah it's all kind of even there's nothing on yeah what with the fish fins on the side that was of strange so I think this one suffers from not having the extrusions and things like that as well so it kind of kills the silhouette you have this weird sort of alien back end silhouette and this really human sort of front end I think people tend to on Al like when they think alien design or alien Fusion

  35. 00:27:34

    they go overly smooth or just you know they're like oh let's just make it all likey and smooth yeah and it's like you know think of like more interesting ways to like you know construct it right let's roll on to the next one my name is Paul and uh my team for the next great Starship competition is uh is called Talent cooporation um the reason for that is it's me say name so like works it sounds pretty cool um it's only going to be me on the team R what do you think um I really

  36. 00:28:28

    like the idea of of the shell en casing it and sort of opening and it was really a nice take on it um these are three different guns that he showed too I mean I the last one was done a lot better um it they have to be careful with just the the the forms and the shapes because it can again get lumpy feeling or sort of you know no specific uh shape or form to it um but it was I thought it was pretty pretty well done overall and an design borderline lumpy um although the shapes that they were kind of molding into it were interesting um I love the way that they were kind of thinking about animation while they were building it obviously which that's super I think it's just one person by the way I could be wrong but one guy I think it's one guy that's pretty amazing I mean they

  37. 00:29:16

    like thinking about the animation while you're building it is huge and this guy obviously like had a lot of forethought and into how he's building stuff so it animates out and and folds up cool and does all that but yeah I I do agree with Chris that it's a little lumpy um they could have tightened places up a little bit but I think overall I it's very interesting it's a it's a very alien design I like it I like it uh there's some cool design to it uh some of the materials and textures could still be worked on yeah it's a little borderline lumpy some of the shapes I like like the first gun design was kind of cool since it is like a human/alien technology I like how the barrels sort of look like a human made more angular look more traditional and then the outside was that alien sort of shape I had a good mixture of that

  38. 00:30:04

    stuff right Sean I don't like this one um this one's probably my least favorite it's not in the engine D well that's that's one point absolutely it's it didn't make it to engine I'm not sure it could that's way over already the poly count that was going to be done we talked a little bit about the outside of the shapes being lumpy and things it absolutely I think looks lumpy it looks strange because it's like this outer Cocoon of this you know human gun but usually when you're covering some sort of weapon it's not in a really really sophisticated casing like that it's usually something very simple with latches and things like this so I think that would have done it a lot more Justice also the materials Batman would disagree with you Batman would disagree with me but Mr Ben anick can car no I really like the third um variation on the gun I think the he did deliberately designed three variations like the Bas model and going up but the last one I

  39. 00:30:53

    really liked I like the details I like the shell opening up I like the animation so I'm a big for me like on the weapons um that we're going to do on our game and and in general I just want to see like really cool deployment animations and I want to see cool firing animations cuz I think that's half the the fun of stuff and so I thought that was really well thought out and interesting here and it it didn't feel like all the other weapons we did so I like that I mean obviously there's a knock that it's not in the engine so you know with you know is that the presentation but it's and yeah the presentation but the the the modeling and the animation especially on the third one I thought was really good very thoughts on that one we'll see if it makes the final 16 let's roll the next one all right greetings fellow citizens my name is Ellen Bachelor Jr I'm currently a 3D artist working out of New York City on

  40. 00:31:41

    mobile games as soon as I heard about Star Citizen I immediately started modeling out my own ship because I was determined to mod it into the game uh but fortunately for me the next great Starship competition was announced which gave me the perfect way of getting my ship designs into the game proper not just modded in but in for everybody to enjoy and I got super excited about that the weapon itself was inspired by the Sakura flower uh which you'll notice the cannon itself has Five Barrels to represent that so that's a good deploy anime so sick the design is great I love the

  41. 00:32:29

    weight of it um I love the deployment animations I love the the geometry looks super clean sure the materials are nice very nice and um just the weight of the gun itself looks just like like it would just rip through a ship I mean it looks like every piece had sort of a a a purpose to it so didn't seem tacked on at all right on looks like it my only critique of it would be maybe it's just a uh was that in the engine no that was not an engine was rendered but you know that was not an engine but I'm sure that's going to move to engine no problem he's got a UV and everything it's all everything will be fine it's pretty low poly count um but he's probably done that because he's got so many pieces on it are you you saying that because you sort of feel like the barrels are more sort of squ things like this it kind of looks like a it doesn't

  42. 00:33:16

    mean lower poly count not necessarily it feels like he was definitely intending that you know what I mean to have more angular things on it like it wasn't just like thrown in there because he decided to go low poly it felt like he actually he wanted the creases there and so yeah I mean I I loved I mean you know like you get you know go after this the secure flower you've got like the petals I mean you know the deploy you know like I was saying it's you know all about the deploy how it fires feeling The Recoil feeling the weight so that you know I think of the the ones that I saw that was one of my absolute favorites in terms of really sort of feeling that weapon and going okay yeah that would be I'd feel good firing that that would you know I'd feel like a badass with that and so yeah I really like I thought that was a that was a great entrance really cool nice material variation around it too you had a lot of different layers of uh of different types of materials

  43. 00:34:05

    anyways on it Chris Smith you didn't weigh in what do you think one of my favorite weapons for sure uh great design and his textures are already there and and the modeling looks very clean uh from what I can tell and yeah definitely great I love the way while it shoots you see the whole shaking of those little plates and everything how does it shoot yeah feel yeah he keeps shaking us too yeah all right well a lot of energy for that one so let's see if that makes the final 16 all right guys last team of the day hello everyone my name is Artin Popov and I'm a professional designer working in AO industry I'm living in visb near Frankfurt officially in this team I'm a modeler and I care about building a model polygon quantity

  44. 00:34:52

    topologies most groups Etc hi my name is Derek Crosby I live in Los Angeles California I am the cry engine Maya game engine technology expert hello my name is Hassan zat I'm the concept artist on our team and I live in Frankfurt Germany I've got my pen my imagination plenty of coffee I'm ready I like this gun it's cool it's very um clean how he modeled it which you can tell like the guy intended to model it that way with clean lines for me it got a little maybe too alien for me like

  45. 00:35:41

    there's not enough human elements to it uh it would be nice to see more uh a little more human elements involved I didn't get a whole lot of scale on it um the waiting is cool it almost looks like a ship to me you know what I mean the way the kind of the Wings come down on the side and then you've got like a central power um cell or whatever that is that's spinning inside of it I think in my opinion I would want to see more elements that give me a clue to how big this is and a clue that there's some human element to it you know and you would get that the scale thing with cbles right or little of detail cbles are good cbles are always good I like the way the the the energy sort of formed in the the front part but I think overall it was yeah it was it could it

  46. 00:36:30

    could have used more detail and and I didn't like the way um since again the the outer part was like very light colored and the the barrel was very dark and it was sort of like put against a very dark background it's again it's about presentation and you're not really getting see a lot of it was a little lost definitely it was a pretty decent gun decent design it seems like he took a lot of cues from like automotive design to me like those clean sort of swooping lines in the back and it does sort of look like a like a little fighter ship almost got a little Blaster got a little Thruster back part of my problem was just in how it wasn't presented I mean is it a spaceship is it it's yeah I I like I like where he's going with sort of the design and the shapes but I don't think he really like it's not really pulled together quite right I did like the materials on it too

  47. 00:37:19

    I like that sort of the shiny the nice iPhone the Pearl paint job look and actually that's It's tricky to get that right um I think an engine especially actually that was an engine right yeah that definitely was an engine I recognized the Shader on the planet for me there was some nice ideas but it all sort of doesn't quite get to what I for me it's not all the way there I mean it's like I do like the idea of something the clean lines and I like sort of the idea of uh you know a different kind of material that's not metallic and it's sort of more that that's very Star Trek right if you're thinking about that sort of look but uh yeah it's sort of like you know the back of the gun the front of the gun where know where's the weon how big is it where does it fit the identity of it being a gun wasn't as clear to me from the design so this team overall sounds like maybe with your guidance from each

  48. 00:38:06

    judge at the stage that they I mean they obviously they got in engine they can this just sounds like you're all saying it was slightly H not sure it's heading in the right direction right well and he did say his experience was in uh was in automotive anyways as well so yeah definitely shows we've seen the eight teams but five can go through how are you feeling good good good Cho going to be tight it's than that come on my f yeah I got my five all right you got your five all right so I need you all to put give us your five in an email and then I'm going to tally them all up and we're going to come back for the results it's hard

  49. 00:39:01

    work it's hard work Ty on my pH it's tough it's tough tough typing on my phone go just sent it all right m s you guys better not screw this up yeah Sean don't do it don't do it don't do it all right everyone so I've tallied the votes three teams were unanimous with votes from all five of you y the first being AIS heavy manufacturing well done the second Sky guard Fabrications good and the third cryo okay good nice now one team happy Alaskan exactly yeah happy Alaskan maybe he'll get a friend now one team got four votes from the

  50. 00:39:47

    judges so Sean do you know which team that might be I wonder who that might be I don't know you you know you guys can still change your mind right now right Challen Corp is going through oh good for nicely done unfortunately team Zoo's got no votes so they will not be moving on sorry gentlemen all right but guys for the fifth spot we have a three-way tie damage true and raging vertex so only one can go through what are we going to do fight each other you guys can still change I'm telling you nice fight should we roll the videos real fast let's take a look again let's take one more look at take one look [Applause]

  51. 00:41:25

    all right only one team can go through so what we're going to do here is you are going to vote for the team that you would like in and three votes and the team's in so we'll start with Mark I like damage oh me yep damage damage two for damage no I'm going to go I think for true cuz I prefer that to the damage Chris Smith I think I'm might have to go with true as well I think they have a little bit more potential TI Breer look at this guy and yeah I'm gonna have to go with true as well I have to DS right look you guys are off my Christmas list that's it congratulations true you've Advanced to the next round so three teams

  52. 00:42:12

    unfortunately team Zeus raging vertex and damage didn't make it through in your top five votes but that does not mean that they're out of the competition because there was a wild card vote each episode three teams will be eliminated and go into the Wild Card Race So for this episode it's team Zeus damage and raging vertex who go into the wild card once we have all nine Wild Card teams you guys will vote and put one back into the competition so if you disagree with the judges then get your vote in let your voice be heard and in the spirit of community involvement you guys have already been voting and last week almost 30,000 votes for the ship that you guys would like the contestants to build the winner being the mercenary gunship so that's it guys five teams are in three teams are out you're excited for the

  53. 00:43:01

    next one yep absolutely breing it all yeah another eight teams another five going through and another three in the Wild Card race tune in every Friday for the next great Starship n

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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