Star Citizen Live: Art of Ship Concepts
Transcript — every row opens the video at that moment
- 00:00:01
hi everybody welcome to star citizen live game dev the art of spaceships or the art of ships I can't remember what we call the now I'm your host Jared Huckaby broadcasting from Casa Lando here in beautiful Los Angeles California we are indeed still in the work from home era I hope you guys are staying safe I hope you guys are or I just can't say and I probably eyes are staying safe and clear out there in the real world joining us on the show this week is no stranger to stars in life but it is his first time flying solo I would like to like to juice art director mr. Paul Jones Paul how you doing man good good your eye is the first time flying so what happened well
- 00:00:52
I mean you're not you're not totally solo you're here with me thank you it's not like when you go power go ahead and you've got the dude behind you or in front I would say amide the dude behind you or am i diffuse I don't think it really matters well okay well well one is the - the power glider instructor and one is the power slider person have like I think maybe I should do this the total yeah I should do that you should do the up we didn't we didn't practice our analogies before the start of the show laughing now Paul just because every show is somebody's first show let's take a few minutes tell everybody who you are and what you do for star citizen that's if this is the one that always catches me out so
- 00:01:40
basically about one of the art directors it's cloud Imperium games and currently I look after spaceship concepts so with a small team internal and external and we do a lot of cool stuff which then you guys buy and help fund this fabulous project and then also look after FPS weapons ship weapons and ship components at the moment yeah now you mentioned that small team concept artists we've had Sarah Marsden not cities Sarah McCullough nikolic yeah there there is a Sarah Marsden she's another member of another team a Sarah McLellan on the team we've
- 00:02:29
had a Jim Martin on the show on the show before ooh gosh trend thing I've ever constituent ship concert virus we've had in the show foot folks other names folks might know Gavin Rory stuff like that uh it's a very talented team that that you're the you're that you're that the focal point for the head of the them giant what's the word I'm looking for here well I'm like a focus they're like a bunch of wild horses and I kind of bring them in and and sort of take take direction from Chris and they also you know it's it's you know we still have quite a lot of leeway in terms of what we get to do and we try and basically hit all the notes that Starr says and
- 00:03:18
needs to you know there's a lot of functionality hair into shapes like it is it's it was a lot easier in those early days I would say because it was you know there was you know there was functionality but it was like oh let's you know let's just throw in a door throw in a table yeah yeah looks cool being quite as the metrics yeah now everything has to hit metrics and especially we are trying to sort of improve the process well it's a continual thing but you know when we deliver and handoff the concept it's it's as good as it can be within the timeframe this it's never perfect and I think the artists are always like god damn it why why isn't this Ryan I'm just like it's there's a lot of moving parts oh do you remember what the first ship he did for star Susan was yeah it was um
- 00:04:10
it was the algo em puv really yeah yeah that was done by stooge in it right at the start okay but my disconnect is that was done much earlier than it was introduced to yes backpacker community at a time and then it was the gladiate the Gladius I was with Rothery that's the first time with GAF and there's a little bit of help from Andrew Leigh when Brandi Leigh yeah I never talked to him very much but yeah you you you've so you've been you've been shepherding the look and feel of our ship concepts since as far
- 00:05:01
as what people would be aware of the Gladius is where I'm since the Gladys was first introduced because I didn't see the MP UV until much later and unfortunately but but the Gladius so you've been with the project for a while now almost since the beginning yeah if it's six years now so there's a few tools of TT in there yeah which would you be surprised to know that that's it's over a hundred that's almost 100 ships yeah but I don't think I don't think I've worked on all of them so man there was slipped through suppose I've been with like there was a time I mean you you know it's it's a big learning process this and I didn't really know a lot about spaceships when I first started funnily enough you think you do and then you realize you don't know anything and so there's been a big
- 00:05:49
learning curve and so I've just been picking up from lots of people but there were some ships that would obviously don't buy curious and concept arts that he worked with there were a few by Nate that he worked on and with concept artists he worked on because at a time I think it were too many at one point for just me to handle because I had squadron as well so we were splitting we were just for clarity when you say Chris you referring to Chris Olivier Olivia right no Chris well I I guess I was chris Roberts so I guess it was you know because there was a lot of feedback that I would see from Chris from CR on the shotgun so I guess I'm not quite sure what the process was back then was a really privy
- 00:06:38
to their sort of their working methodology gadget well what we're doing today is what is in we've covered various points of the shift concept process we've had Sarah on the show starting us off with thumbnails and taking us through a bit of the process we're Schnauzer the end of that process and the creation of a promo or key art so you're you're you're generally responsible for for that aspect of it while your individual are tell you guys the individual artist on making the ships when it comes time to put them in situate in to be a little more hands-on with that if it is that a yes yeah basically I mean I try and my sort of
- 00:07:28
methodology is that try you know I try and give it sort of concept arts as much leeway to put themselves into the ship basically so I don't want to be micromanaging but I will if it comes you know things I'll go right then I then I will dig in and do and you know we've done interviews recently where you know and definitely in the last two years there's been ships where I've just started to do a lot more hands-on in those early stages as well but yeah generally the concept artist is still finishing off the vehicle or the ship and so I jump ahead often to paint schemes and that good stuff and then start sort of working we have will in the marketing team and turbulent okay
- 00:08:16
how do we wanna you know it's a lot more formalized these days so it's okay what are the beats that we're trying to hit what is what is the website one what does the brochure want what's yeah like the simple things are gone yes well that's what happens as time goes on and then the company gets bigger it's it's not my this isn't my this wasn't my first startup back in the day well I'm sure it wasn't yours either this is what happens is this things grow and and and all the procedure and stuff coming are developed over time so for today's show we're gonna we're showing a little bit about how we do those those key arts those Prohm arts so I'm gonna go ahead and let you do the screen share we've got 50 minutes left in the show we filled the first ten with with with rattle so let your screen
- 00:09:05
share your screen and how many minutes so we got fifty fifty okay I thought you said 15 I was like not that I was gonna really stop sweating it then okay so let's try and get this worked out and of course if anybody has any questions for Paul throughout the show you can feel free to put them into chat you can preface your question with the word question surrounded by brackets that'll help me pick it up from the rest of the conversation remember that Paul is the art is the art director so questions should be related to art if you're wondering how this ship will do X or wire or what will this be able to do this or whatever those aren't the type
- 00:09:53
of questions that would be appropriate for our art director today it's correct we will be talking about loadouts we won't be talking about five ships that worked on recently that people haven't seen or know about we won't be talking about any of that sort of stuff so let's throw out some caveats first before people start getting all upset so this is basically so basically it's too hard to eat Jared had said hey came we came with this idea of let's let's show the art of making a promo image and at the time I was like cool yeah it love - let's do this and it seemed like a no-brainer and then the more I get into it it just got harder and harder so this
- 00:10:42
week along with a PC that died on me there's been lots of things that have gone wrong so normally normally with a promo image say something like this you it would take it takes between three and five days for something like this this is this is you know we're taking the models they've been built by the concept artists and then we're sort of working out either in action scenario or some kind of studio setup and so for me this is the best part so like I said it normally takes three days two to three days so it's try and squeeze this into 45 minutes has been quite quite a job
- 00:11:30
so it'll either go one of two ways that will either go really well well it'll just burn in flames horribly and and then you guys will see some of the difficulties we have with making this stuff but I've attempted to time make this a little a little smoother so enough preamble you know this is this is kind of how I approach stuff there's probably better ways but this is how I sort of generally deal with things so let's turn that off so it normally starts with basically a blank screen and you know chat to the artist I'll give him a little bit of direction so on this one we're going to be dealing with the Aries and you know we've done some cool shots previously with that so we're
- 00:12:23
going to continue just doing a few more ideas so there's represent so you can see this Jared you see this like that's my city that represents my city and so this is a that's my horizon and then those are my those are my shapes and so this is what the poor concept artists will have to deal with initially and actually you know it's not a hardship to them but like oh yeah yeah I get it and it's no problem and so it's just like okay well here's the here's the caterpillar or here's the Idris and here's some shapes they've you know they've flown in that's good my pen gun said your horizon line yep I do want to offer for folks like is the
- 00:13:14
Ares coming whatever no we specifically chose the Ares because this is a this is work that is done during the concept phase and so we specifically chose a ship that was still in concept phase I had to use this to use for our demonstration so the areas is not in active development right now it's not being built so it's not coming in thirty nine or four zero we specifically chose it because it's a concept ship and it's still in concept phase yes and we we have the assets and so it's it's a little simpler just to me it's to make an image basically it's kind of just showing you guys behind a peek behind the curtain about how this stuff is made so this is basically how we start off super simple you know there's no awards for for art here it's just communicating what's going on
- 00:14:02
and this may change you know the ship may rotate 180 but it's just you know it's getting a vibe and so you know we don't have it well we have quite a few cities in star citizen but I didn't have access and for some reason I decided to make my own generic one I'm not quite sure why I just thought it would be good fun and so and so I did so you can see all these little buildings here this originally was going to be roads and then it turned it into waterways it's kind of like it's kind of like a sort of Venice it's not massively sci-fi but it's very it's very generic as cities go
- 00:14:53
but you kind of get you kind of get an idea there just so you fire it up three max and you generate yourself what looks to be a city shaped yes yep a little bit of a harbor here going on super rough max because the scale of this thing max sometimes sort of craps out and it has shading issues so you'll just have to bear with that but I'm you can see here that's that's just open this up what do we got there sat the roofs let's go to orthographic perspective also causes problems okay
- 00:15:53
let's go to this let's get the tops but you can kind of see here we can go back in time with the stack basically it's called the stack which is like you put all these modifiers on your geometry and so you can kind of see basically where it started off so it was a super simple shape built some roads mates did a couple of boolean operations to cut in and there's a cool little operation which then record ricotta Phi's creates quads in your mesh and then from that you can then use a plug-in called Griebel and basically you can just go
- 00:16:44
ahead and make your buildings and also you know you can do the tops of the buildings so you can see here there's like the roof furniture now this is just very much block out again there's no awards for this it's it's it's just giving an impression of a city this is you know this is something we might do initially block out a city and then were like you know if it's the concept artists doing it like hey what do you think like is this just what you're thinking you know they haven't invested too much time right this is just a couple of hours and it's a couple of hours created by a concept artist it's not necessarily representative of any particular location in the game yeah yes just it's it's evocative yes basically so it could be yeah it could be anywhere
- 00:17:35
and often you know sometimes we'll just make stuff up for you know for the promo art and then ask narrative to sort of sort of backfill sometimes we have a good idea and then they were like hey can you can you like sort of give us something that will sort of help support this so we can keep this visual and you can see here there's there's some horrors some of the buildings are superseded and stuff like that but you know it's it's a background piece and you know we won't worry about it too much I even built some boats good job - like that that's pretty sweet huh and so from this point oh so there's a
- 00:18:27
there's a guy on YouTube of course there's a there's a video for everything right and so I just followed his tutorial on how to build cities cause I remember his name cuz I've got a 64 kilobit memory but it's great I mean it's great for sort of just doing this sort of day okay Commodore for the rest of the show yes thank you thank you so from here it's basically you know you don't want to go too far you know sort of applied a couple of textures to this just to change view mode I'll be on there you know really badly mapped like the C windows being cut off and then
- 00:19:17
also you've got you sort of high-tech section with a couple of office windows thrown on there so you know just super basic super basic but it gives you the impression so from there we'll basically export into a program called key shot and excuse me my throw is kind of getting dry it's kind of be nice I've had a beer assistant do you know what I mean like some what do you just turn up and hand me a beer it is Friday afternoon after all hang on I'll be right there [Music] alrights where are we up to so basically then we go into Kisha I mean everybody uses different kind of programs for the how they achieve their visuals so our
- 00:20:06
team use program called blender it's got a real-time engine in it levy you know it it's it's do some really cool stuff just my process has been max2 key shot and we've used basically me and Sahara and gaffer r3 or we've used that for pretty much the whole of the time I kind of I've had I've had a couple of niggles with with setting this project up it's not as that's not as great as I would have liked but I guess let's not get hung up on that yes you are showcasing in less than an hour so yes work that normally takes three to five days for a single image you're doing you're
- 00:20:54
showcasing in less than an hour so important to keep that perspective sorry hey let's let's come on let's just see backing so you can see you've got some basic materials applied they've transferred over oh what's this what's this I look at that like my beard just appeared the power of the Internet beautiful thank you sir okay and so this is your negative this is gonna be a very interesting work from home area for our programs so this is this is the quiche arts program if you
- 00:21:43
have a lot you basically I like it because it's you know it's got a lot of preset materials it's a you know it's a physically based rendering system so all the materials generally work correctly sort of works with HDRI high dynamic range images so you get nice sort of bloom when the intensity increases and it gives us a lot of freedom I'm just sort of create visuals and you can see here yeah the water it's pretty generic the buildings you know it's just giving that it's giving that overall impression and if you you know if you're actually to look if I was to show you a lot of the pro memory which is right at the start like at this very early stage you
- 00:22:32
would see there's a lot of horrors like this like it's it's rough and but that's part of the process and that's part of knowing you know sort of there I say knowing you craft I guess we'll see you by the end of this do you know what you can fix up you know it's basically it's you can just do all sorts of surgery and you probably will have seen it with Jeremiah as well starting Zamora's with Jeremiah yeah yeah I mean and you know I wouldn't call this one horrible but you know it's definitely a beginner it's a strong strong beginning effort from Jeremiah and it's best years are definitely ahead of them so um so basically in this scene we've got our
- 00:23:22
city and then let me just go back to my standard camera that I've set up we have got I thought I'd already have done this okay we've got a black Aries a white Aries a little dude down here and I dress a caterpillar there are some missiles somewhere but I don't know where they've gone so let's just hide them so often what what can happen you know there's a de beauté e2d use for a lot concerned is there you can see in here that the the lighting is kind of crappy on the ships it is crappy and but there's really no need to fry at this
- 00:24:12
point because you can render off this you just rained her off in layers and I've already rendered off the city I rendered that off last night because this isn't you like with Rakesh at 9:00 and sort of using the GPU you can get images pretty fast but I just kind of want to cut down on the sort of accidents that could arise today yeah so I've done a little bit of front loading just with setting up of layers and stuff like that so what times do I need to get around pin on dono so I've rendered out the city I've done that separately and and here you are so that's that's it so we're using a standard 16 by 9 ratio which is sort of
- 00:25:02
normal little monitor aspect ratio we could do a sort of cinematic widescreen 2.39 by one we'll see we'll see how the image goes basically obviously you're cutting out what you're cutting out like third quarter of the image so that's a quarter less work to do if it all goes wrong but something like this is is you know basic your basic render so it's you know comes out cool you can see I've got the boats in there and stuff and what I generally like to do is just slightly work on this image and then we'll bring
- 00:25:50
it in as a background to he shot and then relight the ships and then I mean and then added in all the visual effects so I've already you know I've never had done this before probably should have done this years ago I basically made a cheat sheet of lasers thrusters smoke sparks off screen lens flares excuse me all sorts of things and so that'll make it easier so because normally I just Hunter her I know what images I've used them in previously so I'll just load them up and pull them out but for the but it makes sense basically two people organized so you know we've basically I've worked in some clouds so this is basically it's just a simple
- 00:26:43
cloud image that I've downloaded off textures calm and then you can basically that underlying layer you can then start to remove sort of create your cloud layer it's all I have hacks it's all about the hacks it's how do you get the image as fast as possible so it's fine you know there's lots of issues in here in terms of shading and stuff and because the Sun is coming from over here so I've gone ahead and created a mask and then created my own layer like a separate layer and just filled it in with a color so I could you know you can add you can add any color so you know we can do whatever we want also I just put
- 00:27:35
on a bevel emboss I don't know if people do this it works well for me because you can it's kind of it's almost procedural so you can kind of you know you can increase you can increase the dark and stormy vibe quite easily you don't have to paint it I think that's just kind of the way I just you know I'm self-taught I've always just picked these things up and I've always used these effects layers and so we'll just you know we'll just know we'll just blend and these guys are out of it and people are probably laugh at this I still use a mouse for all my work I don't even use a tablet I'm actually working I'm looking
- 00:28:24
at a tablet now but that I bought a couple of weeks ago in you know I'm gonna start transitioning over but I'm still way to occur with a mouse so we're just gonna keep keep with that the minute I can I can relate when I in my relatively few art related tasks that I have to do I'm still always mouse based even though they gave me a walk home in a pen and many of our editors use tablet and pen even in video editing I still I still stick with the mouse yeah it's new tricks so lying lie so we'll just start let's get rid of that well leave him off
- 00:29:22
for the minute he's going to create more problems for me at the moment okay so we got the boats in we've got a little bit of a little bit of just sea mist just to sort of reduce the contrast a little bit cuz this is a background element so we you know we don't need to be worrying about it too much Roubaix says there were noobs real concept artists use HOTAS I haven't I haven't quite made it to that yet I'm not quite at that that level so let's see we'll just save this guy out let's call him being fact let's get rid of that ratio thing
- 00:30:26
do we call it B and then we're just gonna flip this one I always lose this guy hold on for those of you who have joined us that midway through the show yes we are here with art director Paul Jones and he's taking us through the process of creating promo art or key art for concept ships so how we doing for time we're about halfway through you got 30 minutes left okay so let's get going so I'm going to switch to this city off
- 00:31:16
this is the this is a hgri scene that's currently underneath is and surrounding is that's why you can see the floor here but don't worry about that and so we're going to bring in the back plate so let's see that's the original but I think I'm gonna I think I will go for the flipped one because I want the ships I'm in fact I'm gonna completely kind of reverse what we did for this scribble I'm gonna have a go in the other way so they're all going to be diving in and shooting the poor old Idris Idris Idris
- 00:32:05
I've never I'm never quite sure which way it should be pronounced at night I'm not wandering into it there are no winners and the pronunciation wars when it comes to proper nouns okay so let's swap that over and a nice siren in the background there Jared oh yeah they found me I don't know how but they found me so let's flip this guy just bring in my cheat sheet yeah the pronunciation game is when it comes to
- 00:32:54
their talk becomes the proper nouns is always a difficult one because ultimately the person whose name it is determines how it's pronounced like it's you know there's interest Elba you know he pronounces it Idris but there are other applications the name where Idris would be right I once when I was in the paternity word for the birth of my first nephew there was a woman celebrating the birth birth of her her daughter gonorrhea noria which she saw on a sign in the in the doctor's office and thought it sounded pretty yeah that's that's I'm getting it so I'm getting a sense so for
- 00:33:43
that for that person for the rest of their life it's pronounced gonorrhea so here's a hack because because it can't be bothered sometimes it's a little it's a little bit too much effort to move stuff around in keyShot especially if you're dealing with large scenes it's easy just to scale this guy down to create the visual effect and because the background is an image and not geometry I can I can I can move the camera wildly come back I told you that a few I've had a few setup problems I can move the
- 00:34:37
camera and the background just stays the same so that's okay and then the scared Swiss like I say let's duplicate him I think he shot don't know why he do that anybody knows how to get stop it from doing that let me know - we'll just do that AK again where we just scale these guys down
- 00:35:29
because what we'll do is once we've rendered these guys out we will just add a little bit of atmospheric depth and it will just sort of help sort of create that distance effect for MT in chat who asks asses a question our game if streams are about exploring the process of game development and this is part of that process I'm sorry a question was a right question yeah or was it n observations there was an observation seem like he was right okay what do you want to do with a caterpillar so we just have him
- 00:36:27
just however here there's a line of action actually oh it's a tricky one it's tricky one what's the line of action it's basically there's nothing a line that goes through your work of it's kind of like a flow line so where did your image start and where does it end so you know on this one the the angle of this the ballistic ship is wrong at the moment he needs to point down but basically he also point down towards the Idris now I just then sort of leads us
- 00:37:16
out here there are many different theories you know some people follow the what's it called the Golden Spiral that sort of sort of comes in and wraps around it always seems to end up in what inner inner third basically so you're always sort of working with thirds of an image sort of I guess it's basic photography but it's you know there's always a certain amount of figuring this stuff out and even once we've rendered it we may sort of we may just change it just gonna move him there all right and then that's restless guy he's already done an attack run so he's coming back out oh yeah I think spilling off so
- 00:38:16
let's see okay he would have time okay something like that okay so the lighting is pretty cruddy so I'm going to go for the minutes with just low dreamy this is like my go-to guy they're basically often solves a multitude of sins you get to see the real value of key shot here yep let's just let's just raise this up a bit it's a little bright at the moment you don't
- 00:39:13
want it sort of flat on like this because it just just you know you're just not showing the ship in its best lines so we're kind of matching similar to to our background there's some you know there's some artistic license going on okay so let's just save that out just in case it crashes I'm not saying it will but everybody knows save them it's 3d right it's computers so you can see this hexagon panel isn't kind of working quite how I want and I'm just gonna have
- 00:40:03
to suck it up I don't have time to fix it okay I think that's pretty much it we happy with the yellow hey folks folks called out the yellow right away yeah we're sticking with it why I think they're mostly questions about why it was yellow it was from an earlier promo piece I mean we can can just change it I hope why are you not changing yeah okay we can go with that all right
- 00:41:02
okay so we do a quick render so we'll just render this out PSD renders of layers we're just going to set it to actually we could really we could do it a really quick and nasty way what are you thinking so this is the quick and nasty way hold on and let's just do the render I don't like the quick and nasty way we'll just set it to three minutes so what are you sitting here right it's getting just saying give me a render they basically I give it a time limit so
- 00:41:51
you've got three minutes to do your best the software the software alters the settings basically renderer how an image for me it just did then renders it out with all the passes so the specular pass the diffuse the ambient occlusion the client pass so these are all sort of things that can help with sort of fix ups a little bit later on so are you ready to fill in for three minutes Jared here let me just double-check this and this probably is a better way I don't have to used ki ki shot nine much with the GPU side of things but we'll see what happens and it should bring up
- 00:42:50
another window I guess inherit from real-time view okay let's just see let's just see what happens so how am i doing Jared so yeah so for those of you have joined this Midway obviously one of the principal ways that star citizen is funded is
- 00:43:40
through the creation of concept ships and one of the one of the principal ways we communicate the the capabilities and the style and the essence the personality of each ship is through the creation of promo art which Paul Jones and his team overseas so we are exploring the process of creating promo art today on star citizen live gamedev since it is a crucial aspect to the existence of star citizen you see here in keyshot rendering what is this a 4k image 3840 by 2160 yeah it looks like it's roughly a 4k image that you're running around now this this is not a finished image but this is this is an
- 00:44:28
intermediate render that you'll then be going forward with your painting over and stuff like that right yeah so basically we'll we'll take this and say what should happen is they will have rendered out ships we'll bring it in as a separate layer and then we'll start adding I'll basically excuse me adding on all these effects so you know you've got if there's all sorts of things here it's a real sort of it's a real sort of kit I've used over the past slow muzzle flashes sparks four hits details for ships we won't need that today lens flares and you'll see it'll you know the funny
- 00:45:17
thing is with this stuff is that in the past that it's not a mistake in the past I've done it where you know would have taken a concept artists image and said make it like this and I will have put in all the effects and putting done the color grading and everything and so it gets you to that eighty eighty five percent mark really fast but it really pisses them off because they're just like we've done it like this now like it's like it's like you've given them an unwrapped present and there's like well I could see what it is no like us no it was like what's the benefits like so I try and so that's why I try and sort of stick to the crappy stuff like this so so every seriously so that they have then they still have that surprise and that sort of magic curve because you
- 00:46:07
know they've been working on this stuff for what three I mean some of the stuff is six months we've spent on some of the large ships and you know I think two months is probably the fastest we've done something so even that it's two months of solid graphed eight hours a day looking at the same thing solving problem solving mechanics solving visual problems so you know it's you know it's like they're the Baker and then suddenly you go well here's your cake it's done I've decorated and so yeah you want to give them that you want to given that payoff where they're just like okay yeah this this is looking cool I like you know you know they get to do all that sort of fundamental groundwork similar ask so why not use the game engine for
- 00:46:58
concept images because there's concept ships they have not been implemented in the game yet they have not been until about yeah it's you know often these even this even a little I mean it depends on the artist as well some artists of super-clean there's no right or wrong just everybody works differently somebody might built the same ship and it'll be 1 million polygons or tries another artist might build it and it will be two hundred thousand but you know the shape team you know they're spending time on creating something that works for the engine all the bevels are correct and the shaders are correct and parallax occlusion maps and lighting and there are so many technical issues I'm remembering that the rivets on the second generation
- 00:47:47
freelancer remember yes the rivets in a concept art you know in concept art you don't have to worry about efficiency you just have to worry about it looking good but the the second version of the France maybe it was a third I don't remember but it had all the rivets along the the lines and each rivet whereas Sun was like tens of thousands of tries because it was just created really dirty really fast and and unfortunately when it came time to implement it in game they took the rivet from the concept model and just said oh good I don't have to make a rivet and at one point the freelancer had a greater because of that concept rivet that was in the actual hangar model the the freelancer had a greater
- 00:48:37
resource footprint than the entire address oh you know all the duplicated rivets it was crazy it's it's a vastly different workflow creating concept ships versus in-game ships and there's a reason they're separated all right let's see how I can do this it's it's totally different when you're under pressure no pressure ten minutes left I know right I can do this okay so flipped right and I think I've come people coming into my house
- 00:49:31
Susan Lou asked are there any concept art that you that you release that you wish you could redo yes yeah yes what's my favorite my favorite phrasing is in creative endeavors this art is never finished only abandoned yes so I mean sometimes yeah it's just like you you weren't at a time you just like got that sucked that image you know it just didn't it didn't quite pull off what I wanted it's what did it what I wanted it to do thankfully there's a few and far between because I I'm really not one for failure I don't deal well with it okay so he's still seeing this okay yeah all right so okay
- 00:50:24
where are my clouds they go okay I just duplicate so let's not worry about it at the moment that's another good phrase Davidian you never fail you just successfully find ways that don't work I think so just laying down some little bit of
- 00:51:16
depth things are starting to disappear a little bit but we'll bring that back okay so so my file is gonna get pretty messy now because I'm not going to spend time on keeping it all clean he needs to drop below Aalto well let's see let's get some engines on him
- 00:52:19
so you can state it start the image is starting to get some punch okay then what's hehe that white ones laser is knee yeah which ways his things again so I'd like
- 00:53:13
to keep everything as what call smart liar basically basically Photoshop remembers if I if I do any tweaking he remembers its original orientation it just makes it a lot easy for editing further down line so that's so much I guess we need some its projectiles as money projector oh that one I would agree with that J Calvin concept arts are representations they're they're meant to be evocative of ideas and for lack of a better word concepts they're
- 00:54:01
not meant as literal transition translations of this is what the game will look like or whatever with regards to like the city that you're seeing in the background and stuff like that yeah basically we I call it selling the dream yeah you know we are we're basically trying to give give people an idea if you've ever bought have you ever bought one of those art of Star Wars books sir those are some of the best examples you'll see exactly a concept art is to is to share an idea it's it's it's not a it's not a literal representation of what you're going to see on screen in
- 00:54:49
any given time because at that point then you have the dozens of artisans that come in afterwards sometimes hundreds of people who were involved in building the thing that you've now represent you've represented in your concept art and they have their own agency you know it's it's nobody who goes and builds these things just wants to paint by numbers and oh okay I'm just doing what this other person is created you know every all these other artists who were involved in the process of bringing thing to life in either a movie world or in our case a game world they have all their own agency and all of their own technique and technologies and stuff and hopefully through the changes things get better that's the idea well-put okay so it's gonna find some
- 00:55:42
sparks that's the wrongs box I'm just on a I've got this VFX image on a different on a different screen I know waiting for time I got about four minutes oh okay all right we need to write this is Jared I will get to stunt Oh I don't think we've ever finished
- 00:56:33
anything on an sei it's a very little in game development can be done in a single hour this is again it's more about just exploring the process and showing some of the considerations that go into the work being done here okay so scenes of walking but let's just save that don't wait to crash at this stage then then let's see what I've got left normally there would be a lot more you know balancing all sorts of things right
- 00:57:23
tweaking the yes I stir direction of the muzzle flash and so there's all sorts of things yeah it's pretty crazy what goes on just going to boost boost these guys a bit and then let's have a look on party trick left to actually maybe gonna do we get cut off on the minute know a little black ball right so those are our bars so we're just gonna duplicate that then we're going to use in mailing calls these my job security filters cheeky and
- 00:58:16
so basically this is just a is a plugin that I use for Photoshop called exposure you can pretty much do most of it in Photoshop anyway but this basically remembers all your presets so you can basically sort of make it almost one touch right but you can basically add that sort of nice glow you had a little bit of grain so we'll just add a little break of the grain we'll drop that down to Nami twelve that works then we'll don't focus got one thing left then here we go I started to get more into sort of making
- 00:59:06
slice-of-life stuff so you know it's not just it's not just about showing showing the art it's you know it's about trying to get a sort of movie a movie call it like a movie vibe - you imagine the we often referred to as the the in Scituate where it's it's trying to present something as close to something that will stir the imagination as possible yep yep just widen that out a little bit so and then do we need to let's have a quick vignette a little bit of a vignette boom and then we'll just copy
- 00:59:57
that's just waiting for it to do its thing II paste black bars boom done that's it not bad for an hour's work well I mean I missed off the trails of some of the shapes that would have helped just with sort of you would basically got the sort of that directionality what you want with the driven two-lane no probably only where's my pen gun there we go so it would be you know we'd have you'd have him come in we'd have him actually he he we could have had him do that that
- 01:00:50
might be quite nice so whatever yeah basically what you would have had then in terms of your line of action it would just it would have been there so everything's converging if any I could draw a star burger Lord to answer your question because this is industry about what's coming in 39 it's a stream about process and how we work and that's it dude that's as far as I can take it without going on for another hour at school you say that so I can give it to our social media so you use it at thumbnail video oh cool I stop sharing you stop sharing I shall just save this Paul thank you so much
- 01:01:40
for take for taking the time I know it was just a an hour here today but I know you put a lot of work in through the course the week to get prepped up in these things it's yeah it's always appreciated I know it's one of those things I don't think is always seen is that you know the if it's the 10 and 15 minutes that appears in an ISC or the hour that appears here there's actually hours and hours and hours of prep work that go into these things beforehand so I definitely appreciate you taking the time to do this especially in our new work from home reality as are you welcome I will know for next time when I volunteer it's about two days work bro it's worth it though it's good to see ya yeah can't be done so for that that's it
- 01:02:33
that's this episode of stars in live game dev thank you for watching we'll be back next week with another episode of star citizen life we are still making calling all devs it's just through scheduling things and through work from home and getting people on line it's like that there won't be a calling all deaths next week they'll be it we'll be back with another star citizen life and then we'll have another calling all that's when that gets back up and running so for paul jones for me and for everybody at CI g again everybody remember stay safe out there be kind to your fellow humans 3.9 is still underway I know folks are anxiously waiting for it to come to wider PTU I don't have any information for that I woke up and went to this show so I haven't checked in with anybody today so
- 01:03:21
I don't have any news for you but I know that folks are working on it diligently and we wanted out as bad as you do I promise so for Paul I'm jarred the stresses in life we'll see you next week everybody take care you
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

