Star Citizen Live Gamedev: Dereliction Depiction
Transcript — every row opens the video at that moment
- 00:00:00
you ready to start the show fred yeah all right all right here we go here's the title card hi everybody welcome to 2022 it's star citizen live i'm your host jared huckabee it's a new year we're back from vacation we're rested it's a little cold outside we've got our jacket on and uh yeah it's great to be back uh hope you enjoyed yesterday's uh inside star citizen with a look with a look at the future of of of new uh derelicts coming to star citizen
- 00:00:48
in celebration of our new derelicts we are doing a show this week on star citizen live where we dive even deeper into that process than we did in yesterday's show and joining us uh is a person you might remember from the show uh fred how you doing fred hey hello doing good thanks you i'm i'm doing all right uh fred you're in our you're in where where are you right now like what city i'm [Music] where i'm sitting i'm i'm sitting in like what city like like like oh city montreal montreal montreal you're in montreal okay so you're part of our you're part of our new turbulent family up there uh exactly yeah and you're part of the team that's been working on uh creating a whole new wide range of derelicts
- 00:01:38
to go into the precision universe uh what's that process been like so far uh it's going pretty well uh we we had like a good opportunity to create a lot of new stuff and a good vision of the new the relic so right at the moment um uh level design and uh is creating a new uh brand new stuff on this and it's it's looking already good so it's pretty nice to see the evolution of what we did in the concept and now uh translating into uh the engine so it's pretty cool yeah and for those of you who are subscribers uh the the full high-res versions of those images will be in the subscriber vault uh at some point i don't know when but
- 00:02:26
expect them to show up in the subscriber vault at some point um i'm i'm gonna talk to dan and we'll get them up there and so you guys can see them in their full glory they're really really nice now uh i see in some chat uh no we are not in the uk we're still in los angeles uh we are we are uh for those in the chat that are talking about it uh we are relocating to manchester uh that will be at the end of the quarter uh we'll be moving probably the first week of april so throughout this uh throughout this quarter expect to see my background slowly uh dissipate and disappear as i am packing because i have so much stuff um all right fred that's dilly dallying uh what are we doing today today is a game dev uh show
- 00:03:15
a game dev is less of a question and answer show and more of a uh see the process and watch how they work uh what are you gonna make for us today yeah i'm i'm gonna work on the process of making a derelict uh concept art so uh from the beginning to the end and obviously we speed up a bit uh some process here and there but uh we're gonna show like uh most of what we're doing to create those uh scene yeah it's always important to remember when we do these and we've done them before sarah mccullough with spaceships jeremiah with low quality characters um that sorry sorry jeremiah that these guys that these guys only have an hour so so the this is a very short a very condensed uh version
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usually this stuff is not created in an hour so uh fred uh with this i'm going to turn it over to you it's your show my friend excellent thank you everybody to uh watching this really appreciate to be part of uh this show uh we're gonna start uh firstly by creating um just a small sketch to uh wrap my idea around what could be the scene so first thing i'm gonna draw just a quick sketch and make sure i have an idea and not going like crazy on something i don't need so i'm gonna start by blocking some mountain
- 00:04:51
maybe in here so you've already decided what terrain you're gonna you're gonna be wearing you're talking like a mount a mountainy terrain or yeah uh it's probably gonna be uh kind of uh seashore uh mountain ridge and uh um it's it's always cool to have like a variety of maybe a mountain behind with uh like sand here that could be nice and probably having uh the delray ship here uh it's kind of a recipe that's working pretty well um so uh the contrast between like the natural element it's it's
- 00:05:39
pretty important and what we're gonna do because we're working also on biome elaboration so uh ninjetti in chat says why not an in-game in-game version because uh fred here is a concept artist yes i am this is the work that he does yeah translating an asset in game and building in 3d is the work of other artists yeah exactly it's it's part of where process it's to inspire also uh the people that are making those in games uh assets were they're working pretty hard to to bring that vision into uh the in-game process um and we we're gonna cover a bit of uh 3d uh setup later but uh i think it's uh
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we we're just starting by elaborating a bit uh what we're gonna place uh in that scene just you're obviously using a tablet and you're you're drawing very similar to how i imagine you wouldn't if you were on a pencil and paper here yeah just that's light pencil sketch using this just uh wacom tablet and it's um sometime i use this guy over there which is connected to uh uh my other computer but um yeah for today uh the performance show us your wacom again we didn't have the camera up so they couldn't see it oh tires
- 00:07:18
that's a pen tablet uh yeah just keep going on this um i'm just gonna place my idea here i think it's really important to to just like explore uh an idea first to not spend too much time on something that could could take time and cost a lot of energy to to achieve and it's not worth it at the end so uh we're just gonna make that now what are these basic shapes like what what what do you think of these shapes are there's the spiky ones on the left and the yeah those are gonna be probably cliff like rocks formation
- 00:08:14
this is the mountain chain that's gonna be the derelict uh crash site with uh probably we're gonna use uh we're gonna use the caterpillar today so uh just to connect a bit with what we we saw in the yesterday video so and i i just like placing big shape and i i don't want to spend too much time on this guy but it's it's going to clear my mind about like where i'm going so maybe can we could have like a character here or something like that be nice to have us so uh
- 00:09:06
just to make a bit of uh reflection on this guy here announcing like yeah the visual cue and uh can you hear the car alarm going on they found me i don't know how but they found me run for it marty i don't know why because that's not a car alarm in back to the future but every single time i hear a car alarm i think of that line from doc brown and back to the future and i don't understand the correlate i don't understand the correlation to my brain i have my my delorean just there it's just so good
- 00:09:56
thank you now yeah that's i already made one like before create a bit of uh composition study i was going to do but it's basically the same idea had like mountain chains and crashed a relic we're gonna have we're gonna probably put some abs here and there to uh to create that feeling of uh leaving people around this crash site
- 00:10:45
that's that's the main thing we we enjoy in those elaboration of concept uh on the wreck it was placing some living area that was really nice to uh to explore for those uh in chat asking questions uh remember that fred is a concept artist and he is not a designer for the gameplay or a programmer for the systemic nature and whatnot so if your questions tend towards the non-artistic nature chances are he's not going to be able to answer them yeah it's just i i understand everybody's everybody always wants to know how things are going to work and how things
- 00:11:32
are going to function i get that and stuff like that but it's always important to remember who the guest is and what their areas of influence are and artists don't make those don't work on the things that no we're just doodling you know [Laughter] that's we're just artists you know now now that does beg a question though are you when you make these things do you just get to go free crazy or are you or are you given a a set of constrictions are you getting do you have to work only with what you know is possible or do you push beyond and just kind of hope other people could figure out yeah yeah sometimes we we which push a little
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bit more than we're we're supposed uh because i think we you know to get hundred percent of your idea done i mean you need to give like 150 percent so and more because you know when you're creating a concept uh you you create a momentum around like composition uh shapes and biomes and everything like that so i think it's really important to to to see beyond that and like giving a bit more and after after where the the artist gonna make the real thing is he's gonna interpret that and obviously also we have like uh direction hard directions coming along with those and i mean we
- 00:13:08
we interpret that also on our side in concept so uh right there there's a i'll talk for a bit while you keep going there there's a conversation i saw yesterday on both it was actually the same conversation in two different places i saw it on reddit and i saw it taking place in a spectrum where people uh people were arguing about how the concepts don't always look like what was uh what was it what is it eventually implemented in game and some folks were suggesting that that was because other disrespect the concept art or the artist and whatnot and it's often come down we've done enough of these things i mean i'm on year seven of doing this just with uh cloud imperium alone and one of the things you learn very
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quickly doing as many of these things as as i have is that the the concept art is a starting off point it it is a launch pad for other artists and uh and other folks to then add their own uh personality their own touches to things it's not it's not just a here's a thing make it one one this is video games are like most creative endeavors a collaborative endeavor where each person who works on a thing gets to come in and add their own touches and their own creativity to it building upon each per each subsequent person to the point where when you get to the end you you have something that sometimes that sometimes you know resembles very closely the concept that was created and
- 00:14:45
other times is an evolution that that cut that comes along the process and sometimes that's entirely creative and other times that's a technology related like you know it's like we it's it's just the way that it had to be implemented because of some technological restriction or otherwise required a changing of this or tweaking of that it it it's it's a it's a nice push and pull that happens because sometimes uh a concept art can actually drive the creation of new tech you know sometimes you can get a concept art that's so cool and it's like oh we can't actually build that right now but we really want to so so so maybe we take these two you know tech artists and we
- 00:15:33
take this programmer and we have we set them on a task for however many weeks and they figure out a way to build the tech that we need in order to realize this concept art the way it was originally envisioned or sometimes you make the change to compromise it it's there's no one right answer uh one way or another it's a it's it's it's a beautiful process and the thing that yeah and it's literally like my entire purpose of being here for the last for the better part of the last decade is to showcase that process to people yeah and it's a big collaboration between everybody i mean we're we're part of the process as much as the other are so uh we infuse that ideas and i mean it's we have constrained also and everybody
- 00:16:20
has constrained in the professional department and that's we're trying to to make everything possible to to achieve that always that's all from the chat lucid strike says who usually gives prompts for the concept r d do you when you start one of these d do you have a brief or a or are you just told here's a list of ships and go crazy see what yeah that's we get like uh we have like brief from or our director of course and we we we pushing some ideas together to uh to reach a certain amount of quality you know and um i it's it's starting by a brief and we
- 00:17:09
extrapolate from that part so uh and it's go on and after we we working in the iteration mode where uh we get like some feedback and we we're focusing on some idea they are stronger than the other and we're pushing in in the in a direction so uh that's a really organic uh process let's say yeah i think the thing you you come into if anybody's been watching every single thursday show for the last better part of a decade and every single friday show for less better part of the decade if there's one lesson uh you can take away from everything it's that in video game development there's no one way
- 00:17:56
to get anywhere you're going video game development is all about finding as many different ways uh constantly refining constantly evolving constantly uh uh what's the word i'm looking for i'll just stick with refining and evolving uh your processes and and what works for one may not work for another so you're constantly seeking new solutions to an ever-growing and ever-changing list of challenges i am just looking at the time right now so i think for now um that sketch it's gonna be enough for me i mean it's not like something i'm gonna show to uh to the art director or
- 00:18:47
uh i'm gonna keep that for myself because i was already in chat watching so too late oh yeah but in in the context where i'm doing it on personal level and no nobody is looking at it but uh yeah i'm gonna keep that in mind it's it's it's gonna be probably my my main my main uh composition uh i want to respect so okay uh i'm gonna place that here and wait i'm just gonna do that tap okay i'm gonna move into 3d software
- 00:19:35
where i uh will start um working with proper assets uh we made so for for for instance the derelict uh process we we had a phase where we were exploit uh exploring uh biome and stuff like this so we created like a bunch of stuff to to be able to work with and generate quick idea and uh we call that fast prototyping and we just want to have many options as soon as we we can to uh to be ready to to show some stuff so first of all i'm i'm creating a terran uh that i'm gonna
- 00:20:23
use uh for that purpose like in this case it's gonna be uh rock and scent and we're gonna use also uh a spaceship direct that's gonna be the caterpillar um and i'm i'm just generating some material on it to be able to work and uh having a cool variation of material so it's not perfect because i mean we're concept artists and we we bring all those 3d uh render into a tool software that can paint and we're not
- 00:21:11
like dependent uh of technical constraint and after i'm gonna use uh a beautiful assets that uh brittany another concept artists working along us she made and i'm gonna use that as a hat some element we're gonna use also so uh i'm gonna start and that's that's process this is probably the one takes more time because we taking like everything as another level and and always referring to this composition we
- 00:22:01
made like before uh i think yeah i'm gonna try to respect that as close as i sketch it what software is this that we're in right now sorry what software are we in right now that's uh blender yep we're working in blender uh most of the time so um i i have it zoomed in for the stream so that they can see the image closer i couldn't see the i couldn't see the title bar oh yeah blender fantastic software for concept artists is super cool because we can generate like a lot of cool visual in a small amount of time
- 00:22:55
folks in the chat bio nukes is trolling you don't fall for it that's the most like technical part of what we're doing in my case i really like to use 3d lockout because i think it's we're using like meshes from the end game so right yeah i mean it helps with perspective it helps it it saves time you don't have to like why
- 00:23:43
spend your time redrawing a caterpillar exactly so we're trying to work smarter and not harder because i mean when you have like many tools that we use right now uh it's it's give us like more time for creativity you know move that here first thing i'm gonna try also it's um placing um camera and trying to produce what i drew uh iconia says when can i ask you disco
- 00:24:34
about doing another la bar citizen uh bar citizens are back or organized i i don't organize them cig doesn't organize them so that's that's entirely up to the uh to the local uh socal community but probably not while we're still in the grips of a major pandemic would be my guess all right so um play some rocks here i'm gonna move that thing
- 00:25:22
over there like like i said before uh i'm just i'm not like trying to to be like so precise and we we're not respecting too much constraint right now so i'm just like stretching stuff and keep that loose because that's the goal of or process you know okay so you gotta you got a camera-based viewport view on the top there and then you're using yeah exactly iso you're actually doing the terrain deformation yeah and like in like a hollywood movie set it doesn't have to work from three to it doesn't
- 00:26:10
have to work from every angle it's just got to work from the angle your capture's kept your cap your camera is capturing from yeah that that's that's a big difference for us because i mean the guy is doing like the level and interpreting those concepts they need to think about like the surrounding area and everything so they have like the big task and uh i mean we try to to imagine that also but uh we we need to produce like a quantity of options sometime and obviously we we're not like working too much into 360 right now so but uh it's always good to to to keep that in mind also because that's give you opportunity to you know uh going there and trying another angle you
- 00:26:59
know that's the beauty of working in three-dimension so for instance if i'm placing hotter camera that's going to give us like a harder dynamic like for this guy it's it's it's interesting to have this gun position right now achilles crash and burn says once you complete a concept does the local studio implement your design or will other studios work on it uh in this case uh one of them one of the several mandates that our uh our turbulent studio has is to basically create more playability more local more location add more gameplay add more
- 00:27:47
things to do to existing locations so while fred here is creating the concepts there are another team of artists also at the turbulent studio who will take it upon themselves to actually begin implementing these uh into into the persistent universe and that process has actually already started i saw some folks i saw some folks online yesterday they were like oh this stuff's like five ten years away it's like that uh the process of building these has already begun with other teams they're currently in white box process on on several of them and we'll be showcasing that over the next coming weeks and months and most likely in sprint reports yeah it's under development and it's it's it's looking pretty cool i have to say
- 00:28:41
so i'm gonna start placing some adaptations uh like the british assets i talked she did a really fantastic job on creating those assets and also inside the concept team it's so collaborative between every artist me we we share a lot of uh assets and we try to help like each other to create the the best thing he can so it's really cool to to see like everyone involved in this direct mandate uh jared this time you said we haven't moved yet is the whole la studio moving or did you just mean your social uh i'm
- 00:29:28
the only one moving uh takashi as far as far as i'm aware it's just me i'm just used to always speaking in a wii form because almost everything that i do is not just me it's also involves the work of my producers and my editors and my you know gameplay capture artists i'm just used to speaking for uh my team but as far as the actual move goes it's just me as far as i'm aware i really like those stars so i'm gonna i'm gonna place that bit more obvious into the composition and of course now i'm reusing the same
- 00:30:20
assets but in in different options we're going to use different habitation module that we can mix together uh astropub hey ashraf asks how will these wrecks interact with salvage is there some plan to be able to strip these sites or are they being designed as static right now this is just fred and the concept artist so you can only really speak to the art but uh i can tell you that that is something we would all like uh it's just a question of it's just a question of whether the how the tech progresses and where that sits with all the other
- 00:31:07
priorities all the other things we want to do um but that's absolutely a goal that the team here has talked about and would like to move towards uh i can't begin to estimate when or if it'll actually happen though all right so once um once i get something pretty interesting in the composition value we're gonna start like uh as just working with some lighting and uh mood because allow us to
- 00:31:54
to figure more what we're gonna we're gonna make and what kind of mood it's going to be so uh in that particular case i'm going to use this kind of lighting that could be really interesting so it's really close to in game uh and giant right at the moment and it gives us the flexibility to to create instantly uh this mood and i'm gonna move that guy here which is a volume and we gonna place that over the scene it's give us that feeling of distance
- 00:32:45
you know which is really important for like measuring scale that's totally cool so it's already starting to looking like something you know it's like oh yeah you're only 30 minutes in it's took a half to show so i have to make it better astro makes a an interesting follow-up he says i thought he might have been given some direction which is why i asked yeah it's when a game system is implemented and we know it's precisely how it's going to work because it's been implemented stuff uh that is often the case you know a concept artist will use like if they know you know when you know when you know how mining works because it's in the game and it's functioning and it's been it's been iterated on several times you can absolutely include that in your stuff uh
- 00:33:34
with something like uh with something like what you're talking about the savage or whatever until it's fully implemented until it's been through iteration until until it's been through community review and tweaks and stuff like that uh it's just it's ancillary information that can just drive a driving artist down the wrong the wrong path so they're mostly concerned with just the the visual aspects at this point but yes someday someday i i it would be the hope that it works exactly like you were suggesting all right so um that is the goal i see some flowgraph
- 00:34:26
although in blender it's not called flow graph what is it called blender yes it's a shading node what's i'm going to do here it's just like creating those kind of reflection and that's give it's going to give us like the sense of wetness on the on the sand here that that's giving like a lot of dynamic lighting into this scene which is really cool and and after what uh what i like it's it's just like looking at my uh composition like we had this guy we have this guy
- 00:35:17
we can continue like generating some cool ideas with this and create multiple angle and that's the beauty of working in the 3d software because we're not locked in just one but i keep respecting my initial idea where i i know it's it's just a small sketch but i mean i i had this kind of peaks that i want to exploit and this crash site probably now is more in front of the camera but i think the heidi is respected uh rdkl says i'm dying to see these crash sites build out as built out of
- 00:36:06
settlements i assume we can't have that until we have uh planetary navmesh uh planetary navmesh uh the the t zero of plantation ambush was actually completed for citizen gun uh that would that was how you saw those folks walk around that settlement uh that we visited and we're actually uh we'll actually have a a segment on planetary navmesh in the next three or four weeks i think if i depending on a couple different schedule factors uh talking about you know where that it where that is at present uh how it's come along and uh where it's going in the future so stay tuned for that that'll be on isc in like three to five weeks depending on how other things i'm gonna kill that man
- 00:37:02
so one thing i really like also it's um it's just validating my uh composition value make sure we uh we're accurate on the on the rules of third and stuff like this so this guy can activate that rule of thirds it's almost demanding as the sith rule of two so i'm gonna bring like a character into the game because that's
- 00:37:53
that's give us like a sense of skill and we're able to compare but now it's beginning you just kind of eyeball the scale yeah i am yeah i mean as i said it's concept art it's it's it's supposed to be representative not literal we we can always like compare to the door like that but initially if we want to like do
- 00:38:43
something uh accurate we we're gonna measure unities and stuff like this to be to be sure but in that case here uh we show just like concept and uh i'm just i'm just glad you brought the person in before the giant spider i don't have an asset for that giant spider miss you josh sherman uh what are some of your favorite tools in blender do you have any custom plugins uh yeah
- 00:39:30
we were working with a lot of atmosphere physical atmosphere that's really useful that's one of my favorite tool because it's allowed us to create that quick uh lighting instantly and and we're just like really done for like grabbing this into another step and that's that's my best to go tool it's so much better than what jeremiah does oh man so cool i mean what he does it's like
- 00:40:23
i watched it before so talented really nice to do one of these with a professional right right now um we're gonna use this guy here yeah i think that's that composition is way better so let's use this guy i'm gonna grab this
- 00:41:24
obviously i will usually make a render a proper render for getting a maximum quality of the image but i think in in the case we're right now uh it's totally fine to just grab this and move that into photoshop first thing i'm gonna just try sometime uh just to see how it's react if i flip that and it it's always like giving a good
- 00:42:11
a new fresh eye of what you're doing and the other thing i'm i'm gonna do it's uh it's just breaking a bit the treaty breaking the frequency we have now uh some people in chat are saying the flip looks nicer as an artist why does the flip look nicer uh maybe sometime it it's just uh it's just the reading the reading is better in that way maybe the other side was uh was not the reading side correctly so sometimes just flipping the image give you a better
- 00:43:01
readability and making a big difference that's why we always flipping our images composition's important that's base composition lighting best you could achieve good heart how do you manage to create such good art without starting with a jpeg image of my face well i i've been told this entire time that everybody starts with a picture of my face it's mandatory let's
- 00:43:50
i i should like place this character in front then and having you oh we we're gonna make something for sure i mean we cannot like don't don't don't let the sweet siren call of jeremiah to distract you you you you stay a professional fred oh my god but i swear i'm gonna make a version with you no that was not an invite you you're going the wrong way with this fred you're going the wrong way i know i it's always like this i attempt just like deviating but it's so tempting jared i'm surprised that benny hinge guy
- 00:44:38
doesn't have jared's face i'm just happy that benny hedge got in benny hedge was like one of the my first uh original ideas that actually got put into the game so i'm just happy benny hinge exists i will continue to just break that because that's the best thing it's just like avoiding understanding that it's just 3d because we want to give a bit of cool frequency and also breaking those like kind of frequency that's it's gonna take time in treaty to fix it you know most of the time we're just thinking oh
- 00:45:28
well i'm gonna fix that in photoshop because that's weird secrets of the great concept artist number one fix it in photoshop fact number two can do so much with this software you uh other thing i like is bringing a bit of realism it started by
- 00:46:18
placing some photographic elements sometime to just break this uniform 3d render ukiah oregon says rule of cool over accuracy i guess that's concept art concept again it's inspiration it's a starting point it's it's to jump up concept art is where you jump off and inspire other artists and stuff like that it's you can see if you sit if you sit here and and get bogged down in the details you'll end up with one image created in the time that you could otherwise make three or four or five so it's it's
- 00:47:07
you know it's just it's just not uh time effective yeah yeah we want to generate like as much idea we can id after id after idea after idea yeah that's it i mean for all those amazing images that we showed yesterday in isc there were three times that that we didn't show so i'm just gonna soft brush this a bit that's so pretty
- 00:47:57
that's so pretty fred thanks just trying to do my best it needs more it needs more lens flares oh my god jeremiah let's put some lens flare mate so we need some lens flares we're sci-fi jj abrams this yeah where where's my anamorphic lance hi jared hi jd how you doing i just finished the meeting and i i you know i was like you know i wasn't the meeting didn't go as as planned so i i needed to you know expel a lot of this negative energy and i thought you were the perfect person to
- 00:48:45
huh ah did the meeting not go as planned because you're now the brand new uh character art director for squadron 42 yes i mean i used to be nice congratulations thank you thank you now now now i i'm throwing my weight around unnecessarily you said it it's like it's like you're now the character art director for squad number two and you're here with uh you you're gonna critique some uh some uh environments what oh my god can you see what he's making he's uh isn't this like the derelict stuff yeah uh before i uh before i jumped on to
- 00:49:36
this the the squadron team man i i sat down with pure look um and we had so many plans too on on uh really involving the character team in this process as well look look at look at how good this is though it's like so much better than anything you make according to fred according to fred it's possible to create one of these without basing it on my face he didn't even use my face once okay you know what fred's just being nice did he start from scratch he didn't right yeah he did did you start from scratch
- 00:50:25
yeah okay no no what's what's what's layer one show me layer one show me layer one well that that's the treaty scene okay yeah okay and uh i i see he had a scene already what did i certainly okay can you go back to can you go back to the sketch i'm sorry fred i'm sorry i'm sorry it's going to correct the sketch there you go okay okay you see that is jarrod on a side profile view i know but no no no the overall shape you see like the the pointiness that's that's his upper lip and the the second pointy mountain that's his bottom lip i'll need some
- 00:51:12
help for for this character you know oh you want some help yeah throw jared in there that'll help i can't share you my psd if you want it maybe maybe maybe fred and jeremiah collab part two yeah part two of this oh that that that's that's could be a interesting idea like you're creating like the jared and i creating the surrounding you know yeah man so many ideas flying here trying to fit you two against each other you're not supposed to team up against me no no no see our artists we think alike we're we're just as distorted in our brains well i can't argue with that right hey i'm gonna bring like maybe a
- 00:52:05
sky texture on this that's great got about eight minutes left oh my god okay that's gorgeous yeah let's put that thing here we're gonna we're gonna finish up this in eight minute jared i swear hey that's what i tell him too and then 45 minutes later the number of times we have stopped the show like i i've turned off the stream and then jeremiah and i have just hung out for like another hour hour and a half after the stream while he finishes up the drawing because he can't he can't quite let it go because we're not able to finish it in the hour yeah just gonna
- 00:52:58
keep that here there were two sets of footprints in the sand let's oh we're gonna put sums sure i'm gonna soft brush this again oh shh that's not soft brush alfred do you know about the the the swear jar rule on these live streams no i need to know that you you are allowed one swear word oh what look damn this whole show fred has been super and and and don't come in here and ruin fred don't make him like you i'm just talking from experience
- 00:53:47
do not make cred like you but it's it's cool i mean you know it's like jeremiah is a super goo guy so we share some reviews sometime together why back but now not anymore sad that's okay i still love your art i still love your art awesome doesn't change anything now we're just flirting live on camera yeah yeah the the gray says why do you have to stop the stream at an hour why can't you go for as long as you like because i got i got to finish so that nuba fire can finish his video like human fire can't publish his video until i'm done with my video so
- 00:54:44
wait fred are you you can put like like ripple textures on the on the water too oh yes let's let's find some yeah that could be interesting let's bring that oh yes oh that's what i want yes damn that's gonna be awesome dude all like professional artists they always have these beautiful like textures like there's there's like there's always like a folder full of like 15 gigs of just photographs yeah textures yeah we need this we need it
- 00:55:35
that's what made us looking great but maybe i'm just gonna try to tell that a bit vegas says can we send jeremiah to the squadron team we did he's think he's the new character art director for squadron 42. i just announced that have have they not been listening to the past 15 minutes they might have just joined they might have just joined oh oh you don't well they should have watched the video from the beginning what i'm gonna do here is just like
- 00:56:25
trying to pass process a bit my you got four minutes hey angry peas long time dude interesting let's try a bit more filmic maybe i love this game that's cool let's bring that down a bit yeah it does bait the question jaylee
- 00:57:14
you gonna move to uk with me now that question has been brought out to me a couple times actually i'm not gonna lie i haven't answered that question yet but i will be visiting uh the uk and germany quite frequently well i knew that just because i was going to go there yeah of course i'm going there to see obviously obviously fred i'm actually kind of glad you're not like one of those typical concept guys that put like seat like seagulls in the background or you know those those birds in the background those white birds oh that's in every landscape
- 00:58:04
no we're not gonna do that yeah not here but not today never because you know i i've i've never never done that meter i never do that that's one of the they really crash we could like spend another hour and just finishing this piece but i think it's resuming like pretty well where we start and obviously we have some
- 00:58:53
prep asset we use and that's pretty cool to prepare your your work before going into like producing that kind of piece uh well prepared it's always good so uh this is it my friend this is how i make this little concept that's cool if you haven't watched uh uh if you haven't watched uh is uh where's the where's the button there it is if you haven't watched ise yesterday uh you can see more of fred's work as well as uh eric's work britney's work and all the members of the team uh there who who are creating uh these new uh derelict concepts for the uh for the for the other teams to eventually bring forth into reality in the persistent universe
- 00:59:44
you did it fred congratulations 9.8 out of 10 because jared's face is nowhere in the in the art it's still an a we're still an a i'm going to create a flag maybe on the yeah yeah yeah yeah yeah that'll be 11 out of 10. you get extra bonus points for that let's fix let's fix that offline and that's going to be a piece of heart yeah yeah fred thanks for uh thanks for taking the time uh how was your first seo you enjoy it yes a lot i really enjoy it and thank you to having me on the on this show it's it was a great pleasure
- 01:00:32
man you always end up sure oh you'll be back once i get my hooks into an artist yeah ask jeremiah it's there's no escaping it folks folks watching home uh remember uh that there is a uh february is upon us and there's a whole lot of stuff happening in the month of february i believe there's a post recently on the robertsfaceindustries.com website you can check that out we've got quoramore we've got uh we've got red festival uh xenothreat uh is returning uh there's and there's a whole bunch more stuff that i can't remember that's why they made a post for it so i didn't have to so check that out on robertsspaceindustries.com it's uh this month in star citizen lots of stuff happening in february it'll be a great month and uh remember 316 one just went live yesterday where the first
- 01:01:22
of these new derelicts uh went in there's 12 brand new uh derelicts scattered throughout the stand system for you to experience so check that out uh that was fred i'm jared i think jeremiah was here at some point but i don't know what happened uh we'll be back next week with uh director of graphics engineering ali brown uh answering uh all kinds of questions about directx 12 and vulcan and all kinds of graphic stuff after their presentation at citizencon last time so uh check that out we'll have the question and answer or have a question thread up probably on monday at some point so check that out uh star citizen live and i've forgotten how to end the show that was good
- 01:02:13
that was uh that was a good ending i i couldn't remember the thing i said at that's what you get when you take like six weeks off
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

