Around the Verse: Episode 1.45 (2015.05.21)
Transcript — every row opens the video at that moment
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Hey everybody, welcome to episode 45 of Around the Verse, your source for Star Citizen news. I'm Ben Lesnick and I'm joined by no one this week. I am once again all alone, but Sandy is still busy at work on the game. She is in the UK doing the motion capture for Squadron 42. In fact, she has a little update for us. Hey everybody, it's Sandy again for a little bit of a gorilla shoot for Around the Verse. I'm back with Chris and uh What's going on here, Chris? Oh, well, this is a headset. These are Vicon headsets and this is what everyone wears so we can capture everything that's happening on the face. There's three cameras on We have fair amount of camera setups, but uh uh for the people that we want all the detail on we do three cameras. And you
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wear it There's a backpack on the back with a battery, a hard drive that's recording the footage and then it also transmits to a monitor thing that we have there. So, they're pretty cool for getting all the close-up on what's happening with every one of the actors. Uh the only downside is it's fairly heavy so I think it gets a little tight on your head. It does. Um Yeah, the pressure there. But it gets the performance. That's what we do. Is that it? I mean we could have a bit more than that. What else? I'm I'm I'm still bubbled up to like Oh, okay. Well, yeah. Well, that's not the headset. These are These are the These are what they use to uh track with all the cameras so there's a bunch of cameras around. I think there's about 50 in here. I'm not quite sure, but it's about that. And so yeah, we track for the feet and the legs and And these actually are how they code uh different people so Sandy in this case,
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I guess you're wearing purple so you wear the purple. Yeah, with my little Yeah, that's the camera. And so we capture all the body motion and all the facial motion with those two things. Uh so we have face running, straight mocap running. Uh and then we have reference cameras. Do you see the cameras around here? And they're all used to sort of be reference footage. So when they're trying to solve the actual uh digital data where all the sort of points and bubbles are, if there's any sort of um noise in the data which there sometimes can be because of the objects that occlude it, like this table or other props that we put in, the reference camera will help set up what's on the face and everything like that or what's on the body. So I guess Dave, you can do a little uh round Pan scan. around the various the cameras.
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Impressive. Dave is not only our lead writer. Yeah. Can you stand? All right, guys. Thanks. We'll see you next week. Thank you, Sandi. It's uh good to see you again and we can't wait to have you back here. Uh as you can see, Chris and Sandi are hard at work on Squadron 42. The uh capture session is apparently going very, very well. Um I haven't seen Chris this happy in years. In fact, check out this photo of him in the cockpit of a Hornet. Meanwhile, here in Santa Monica, we are celebrating the success of the Starfarer and Starfarer Gemini sale. We hope everybody out there who wanted to add a tanker to their fleet got the opportunity. We're interested to know if you'd like to see us bring back other ships in the future. Uh let us know on the forums. There's uh ships like the
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Caterpillar that we know you'd like to see more of. We released Star Citizen Alpha 1.1.3 to main last week, now available on the live server. Star Citizen 1.1.3 increases stability, fixes some issues with rubber banding surrounding the Cutlass, and uh even updates the recently added tutorial mode. If you haven't tried it yet, check it out. It's all setting the stage for our next big update, which is the FPS module. We can't give you a release date, but it's coming. If you've ever had the urge to try out one of Star Citizen's other starter ships, you have the opportunity this weekend. We've made all the Aurora and Mustang models available as fly free in Arena Commander, which means you can log into the game and try out any of the half dozen or so models available. Let us know what you think. This helps us test for balancing and it gives you even
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more exciting things to do in the game. So, let us know how the Mustang Omega or the Aurora LN flies. And well, let's go over to the spectrum to see what's up with the rest of the Star Citizen team. Let's go over to the spectrum to see what's up with the rest of the Star Citizen team. Spectrum it. Let's go over to the spectrum to see what's up with Star Citizen. Over to the spectrum to see how's it hanging in Star Citizenville. Spectrum stuff. I'm just making more work for the I'm leaving it all in. Hello everyone. This is Darian Worlick.
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And Travis Day from Santa Monica Cloud Imperium Games bringing you our weekly update. Starting with um Well, the first one we've got, we've got the back to ship meeting is actually going on right now being held by Lisa where we are trying to make the Merlin flight capable. So, we've got our meeting right now trying to plan out the the technical directives and how we want to approach making it flight ready. But, it is something that's in the works right now. Yeah, and so on the FPS front, some of the guys here at the studio are continuing to support the FPS team at IllFonic. We've got Mark Abent who we spoke a little bit about the radar work he's done. He's wrapping up the work on the radar now that's handed off to and Nick Fletcher over there. We also have uh Paul who's continuing support on his item port system cuz we're taking the item port system that was made for ships and we've converted it over to players, so all of your attachments, magazine
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attachments, flashlight attachments, attachments on the weapons all use the same unified system as the ships do. So, it's a it's cool, but obviously when you move a system over it has a few bugs that are come along with it. Uh so, finally something pretty exciting. We are working towards true multi-crew support. So, that's a feature that we're currently working on that Mark Abent is kind of spearheading from his end. I think I think you may be able to fill in some more details on that, but the ability to, you know, have multiple people flying in a crew, entering and exiting cockpits, possible new game modes. Yeah, there there's a lot of I guess a lot of technical hurdles that we haven't really tackled. Uh we haven't had to tackle with the smaller ships, so it's things like I know people have seen my interview or Chris's interviews talking about the zone system, the instancing system, the
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vehicle interior vehicle physics grid. Um all of these things kind of roll into will probably end up being driven by the zone system. Um but it's all in kind of R&D stages right now in first pass implementation. We also got the guys of the UK team are hard at work working on things like uh controlling multiple actions from multiple seats, uh making sure that vehicle turrets actually work properly and they're treated as their own seat with their own capabilities driven by their own power and CPU usage and everything else. So, there's a lot of things that as we move towards a uh you know, it's a multi-crew, but also just a larger vehicle with more moving parts and more interactivity, uh things like the ghost system become super important. I think that if you guys watched last week, I think Kirk did an interview talking about the ghost system.
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Um so, things like that allow us to do a lot of the cool stuff that if you watched for example, Nathan Dearsley put together the cool video on the Retaliator when the Retaliator first came out and it had some shots of uh the camera like going down a hallway and you see like steam blow out and then all of a sudden the emergency lighting comes on. So, it's these kinds of things that can be driven by the ghost system so that as you take damage uh you know, your ship will enter a state of it's a damaged state um that will then drive a bunch of interior flow graph and scripting uh which will trigger things like emergency lighting, VFX to play, interior damage states to propagate uh may impact the way that different turrets behave or operate. So, it's this kind of tackling all of these issues to make these large vehicles, you know, very compelling experiences cuz we want it to be more like you know, like Star Trek or something,
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you know. not just another chair on a on a on a ship. Yeah, exactly. A full interactive experience. Exactly. Uh and we you know, we've got Zane working on the HUD for that so come up with different HUD panels and UI schematics for, you know, each individual unique position um and how do we consolidate all those if you're you know, if you've got a multi-crew ship but you're only flying it by yourself? So, how do we handle that kind of transition of one person trying to take on all those responsibilities as well? Yeah, so it's a it's fun. I you know, I think multi-crew for a lot of the guys here since the time that they first joined the project, it's been you know, it's been the unique cool thing that we've always really wanted to do. So, And and it's it's the thing I'm salivating over the most. Yeah. And so, you know, it really helps to get the team excited and motivated cuz it's uh you know, it's the the piece that we've always wanted. So, it's it's going to be a lot of fun.
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So, that was Santa Monica again with our our long-winded report this week. I hope you guys liked that extra little bit of information. So, once again, from Darian I'm Travis. And we're signing off. Thanks, guys. Take care. Hi, I'm uh David Langeliers. I'm senior producer here at IllFonic. I'm Chuck Brungardt, uh president of Uh so, this week uh want to talk to you guys just about some of the bugs and some of the the last minute features that we're kind of implementing with FPS. Uh And so, one of those is uh we've hooked up depth of field setting specifically uh for each helmet. Um so, depending on what helmets you're wearing, uh the designers now have the ability to change the depth of field setting around the
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edges of the screen um depending on whether you're aiming down sight or whether uh the gun is down at the side. Um but yeah, this is something Chris really wanted to be able to tweak the feel of each one of the helmets so that the heavy armor helmet has a very like confined feel to it um whereas the light uh the light rain helmet may have, you know, a much more open feel. Um so yeah, that's a nice little bit of visual flare that's come online recently. Yeah, and it's something that's going to be really good for uh for goggles, you know, the um that's something that has been kind of a challenge is with the systems we put in place, how do we deal with goggles? And I think we uh came up with a pretty solid solution and and the depth of field definitely plays into that and uh yeah, we came up with some stuff that um you know, Chris really liked kind of from the pre-vis and now we've been kind
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of just matching that. Uh so, I think yeah, it's it's it's really getting there and um yeah, we had some other things this week that we've been working on, some uh zero G bug fixes. A lot of the new kind of animations are in. Right now, we're still kind of using a lot of, I guess, more keyframed animations versus uh mocap. A a little blend of both, but we really kind of need to make sure that you know, these systems are going in the right direction. So, I think we're kind of getting to an area where a lot of the guys are a lot more happy with the look and uh yeah, so now there's this fun bug with kind of the arms messing around like Spider-Man, um which is kind of a fun one, but we're getting really close to kind of narrowing that down and getting that pretty smooth. So, it's uh
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it's going to be pretty incredible stuff. I mean, you know, we're we're ironing out some of the physics issues with it, too, but I think once that's in there, it's going to be I think like something that no one's ever really seen before in a in a game. So, it's it's going to it's going to be really exciting. So. Yeah, and one one other thing that uh we kind of got done this week was uh you may remember Travis had mentioned that the ages system a while ago, which is kind of the blending in and out of ragdoll. Um and we've been having problems with that for the last couple weeks to where you could blend into ragdoll, but coming back out of it would would lock up. But, our lead programmer here, Paul, finally uh figured that one out and got it so that it's it's transitioning smoothly in and out of ragdoll without locking up. So,
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that's a big win for us, as well. Um I think that's it for this week. Thanks again, guys. Thanks. Hey guys, Jake Ross here, associate producer of The Repopulation Universe, and here with me this week I have Uh Tom Davies, gameplay programmer. Uh Jeff Hiryadi, gameplay programmer. And uh we were here with you this week to talk a little bit about um something you you're going to see coming up here in uh for social module. Subsumption is uh our peaceful NPC AI system, and uh these guys have been working on uh some various functionalities to to help bring that to life. So, guys, want you guys to talk a little bit about what you're doing. Uh so, I did the
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uh kind of the uh the tool end of the the activity editor, which is, you know, for the subsumption system to actually build up activities. Um and Tom's done a lot of the back end stuff. I mean, we're working on some of the other editors. Yeah, so we've been working on the overall activity system that uh tells uh the peaceful AI, so uh AIs on on planets basically and space stations uh how how to act. So, we've been building the tools for that, which uh Jeff has been working on the uh the activity tool for that, which will allow our designers here at Cloud Imperium to uh build uh build the AIs. And um I've been working some of the back-end systems that will make that run, so that
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designing build an AI in Jeff's tool and tell it uh how that character behaves, and then behind the scenes uh the code will run to to make make the character do what do what he's supposed to do, he or she is supposed to do. So, if like a designer wants to have, you know, a bartender, you know, acting doing bartender-like things, like wiping down the bar or running the tab or something like that, sweeping up the floor, they'll kind of go through your your activity editor kind of system to make that make that work. Yeah, it it's it's abstracted out. Uh yeah, you know, so they can visually build up activities and and subactivities to abstract out the the kind of the the the technical details, so they don't have to actually go in there and script stuff themselves. So, they can spend more time on the creative part of it rather than, you know, tech stuff.
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So, it's going to make the designer's job way easier in setting up like our 24-hour NPC kind of routines and stuff, right? Yeah, okay, cool. Um so, what's next on the horizon for uh as far as this kind of goes? I think it's like an activity scheduler or something else on the in the mix, right? What does that do? The activity scheduler, I'm not working on that. Okay. That's Right, well, that's that that that's what sort of a um that's going to tie into the the whole archetype Okay, all right. Okay, the archetype editor, yeah. But that I mean, that's what that's sort of a separate thing, but they they they tie in together. I mean, Subsumption is is a group of a lot of different tools and and tags that all kind of tie together. So the the point of the the scheduler is to say kind of based on
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a bunch of different factors such as the the economy of the planet that you're on, you know, the time of day, what kind of NPCs are going to exist in the world. So a bar will have a bartender and it might have bar patrons. You know, there might be criminals in there, pickpockets, people looking for a fight. So the scheduler is used to determine what kinds of the those archetypes are placed in the world. And the archetype editor, which I think you'll be moving on to, right? is how designers will build those. Yeah, and it actually has a scheduling component in there. Cool. Well, sounds like great stuff and we'll have that first iteration of that to look forward to when social module releases. So Cool. Thanks for being here, guys. Appreciate it. And we'll see you all
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next time. Thanks. Bye. Hi, my name is Omar Awaida, concept artist at Cloud Imperium Games, and with me here is Ali Brown, director of graphics engineering. And basically our goal to come to the UK was to help the characters become a little bit more integrated into the Star Citizen universe. And while we were going through the FPS characters, we realized we had a lot of un- unused opportunities to really make the characters explode. But to do that, we first needed to develop the technology behind it. So we want the characters to do is be able to swap in all the different types of items for shoes, pants, clothes with a modular system. And not only do
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object like clothing based modular system, but a material based modular system. So you could really choose the way that you want your character to look. And also weather over time, for example, something that's new to something that's old, that's something that might be more valuable to something that's a little bit more cheap or low end. So, to do that, we had to uh use uh custom materials that uh Ali will help you talk about the optimization for. Yeah, so to uh to able to get all these different uh layers of material and together, we decided to go for system where we basically have a a texture going over the whole character and then in per pixel they can map not just what color certain material is, but what material it will be. So, they will define which area is leather, which area is plastic, uh and they will mask it all out, and then they are what can be swapped at one time by you.
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Uh and these masks we also define things like how what fade how it fade over time, like how a jean would fade, or how it might be how a paint would peel off off some metal surface or something. Uh and the artist paint all these masks, and then yeah, the tech takes over and crunches them all down so that it's super cheap to render, hopefully cheaper than everything you've currently got in the hangers and in FPS now. So, uh yeah, in the next few weeks hopefully we should be uh looking for be able to get much more efficient characters starting to be built, and uh hopefully looking a little better than they are now. And that's it. Great. See you later. Cheers. Well, thank you to our studios from
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around the world. You are uh making this game possible. We truly appreciate the blood, sweat, and tears you put into Star Citizen. And speaking of blood, sweat, and tears, let's go over to ship shape with Lisa Ohanian. That didn't make sense. Hey guys, I'm Lisa Ohanian. Welcome to ship shape. This week we're going to talk a little bit about the Reliant. Now, the concept art for the Reliant was done by David Hobbins, who also did concept art for the Mustang. The Reliant is I like to think of it as a souped-up starter ship. It is technically a starter ship, but it's for multi-crew, which is really exciting. Now, we are selling the Reliant this week, but the reason I wanted to do it for Ship Shape is to sort of go behind
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the scenes and so show you guys some images about what could have been with the Reliant. We have a lot of images of some of the early concept art for the different directions that we could have gone in this ship, which I think is really interesting. When we started concepting the ship, we had two major influence in mind. The first is that we wanted it to have kind of a Japanese aesthetic. And David said he looked at a lot of traditional and modern Japanese aesthetics to do this. He looked at Japanese cars, he looked at symbology associated with Japanese traditions. You can see that in some of the early concept shapes that we have here for the ship. Eventually, we decided to move away from that a little bit and go more in a MISC direction, because that's the manufacturer for the ship. But you can still see some of the influence in the
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curvature of the body and of the wings. The second major influence for this ship, and this wasn't as pronounced as the Japanese influence, was the Xi'an influence. You can see this a little bit in how the ship rotates, goes vertical, goes horizontal, and the cockpit kind of goes along with it. You can also see the Xi'an influence in where the power centers are. They're more spherical and kind of influenced other aspects of the exterior design of the ship. The Reliant is a mini hauler, which means it's going to need to haul cargo. In some of the earlier designs, David was thinking, maybe you can load it into the wings. That would make for a pretty cool design. But as we built out the ship and as design weighed in, we realized that might not make sense because it would be really easy to imbalance a ship that's
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going to be rotating and transforming a lot. For this reason, we ended up keeping all of the cargo holding areas in the center body of the ship. The most fun aspect of designing the Reliant, according to David, was how the ship transforms. The animations involved and designed some of the earlier prototype animations for us and how it transforms. Again, this ship can fly horizontal and it can also fly vertical rotating the cockpit and that was a unique factor of the ship that he said was really exciting to work on. So that's it on the Reliant for today, guys. Thanks for tuning in for Ship Shape. But really quick, before we end the segment, you might have noticed that for the past few weeks we've had a temp logo. Now, we have a contest running on the forums right now. We really want to get
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a logo that's designed by backers. So, if you have anything, you think you can design anything, go to the forums, put your logo up there. We're going to be running this probably for the next few weeks before we'll be picking one and it will become part of the Ship Shape segment. Looking forward to see what you have for us, guys. Thanks again. This is Lisa. Thanks, Lisa. That is an incredible little ship and that is not even the design we went with, which of course everyone will be able to see tomorrow. Now, let's go over to our own James Pugh, who is sitting down with Ricky Jutley, producer extraordinaire in the UK. James, it's over. Thanks, Ben. I'm here with project manager Ricky Jutley. Ricky, how you doing? Greetings, backers. I'm doing very well. What's going on? Thank you. It's good to finally get you to sit down with us. I know we tried a couple times. Yeah, it's just one of those things.
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Sometimes quite busy, but hey, I said, "You know what? James isn't too bad, so why don't we just uh spend some time with him?" So, you're visiting from the UK? Yeah. What are you here for? So, my primary role is project manager on Arena Commander. And the main purpose of the visit this time around is to kind of take a step back and look at what we've got in game and also think about the future plans that we want to kind of iterate on for the backers. And those plans, like how far advanced are these plans? Are these something they'll see in a month or is it something they'll see farther down the line? I think I make sure of everything to be honest. We'd start off with the short-term to mid-term goals and then also think about the long-term goals. But in terms of you know, work that will be contributed towards the long-term goals that you won't see
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those straight off in the game, etc. etc. But we are thinking about long-term planning as well as something that we can do in the not-so-distant future. So, what kind of systems go into that sort of type of planning are you thinking about specific things for, you know, X ship or the ships in general? So, we definitely would want to think of a higher-level view for ships in general. So, Arena Commander takes in ships and that's how we kind of view it. So, as I work as a project manager on Arena Commander, there are producers that work on ships specifically as well. So, it's a good liaison between the producers of those ships, but also, you know, the creators on the design side of those ships and the aesthetically pleasing elements from the art directors. And I think generally what we would kind of want to do is take a high-level view of,
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"Hey, what are these ships that we've currently got in game? What's purpose do they serve for the persistent universe? What purpose do they serve in Squadron 42?" And then see on how we can like introduce new ships and better our current ships as well. Yeah, that was something I was going to ask next. This high-level planning you're doing for Arena Commander, how does that how does the reality of the other modules impact what you're doing in Arena Commander? Huge. It's definitely a huge impact. I think what you'll have is Arena Commander being the current live product and eventually the FPS will feed into that as well, but with Arena Commander, it's a lot of the long-term work that we need to do for the persistent universe as well as Squadron 42. That will actually then feed into Arena Commander. So, think of Arena Commander as somewhat of a test
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bed to start with, but also it's something that we probably want to sustain as a live product as well and you know, have something quite competitive, something very fun that people can actually start, you know, having um not just the single player experience and the the PU experience where they can explore and etc. etc., but where they can essentially dogfight till the till the heart's content really, you know, just continually being on top of those leaderboards and enjoying that competitive aspect as well. But it's nice to be able to like pull in a lot of different elements from what we want to achieve with the PU and it's a, um Arena Commander itself and then prototype. Yeah, it must be a little it must be a hard balancing act to take. You have to take Arena Commander and bring in all these other things, you know, the
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the PU and FPS module and kind of make them one unit, but you also want Arena Commander to have its own identity. All right, Ricky, thanks again for coming on, man. Dude, thanks again as well. Enjoy LA. I will do. Back to you, Ben. Point it, Ben. Nailed it. Thanks, James. I guess you could say that was a pretty productive interview. Okay, cuz cuz Ricky's a producer. Huh? Nah. Let's go over to Daniel Kimaenski who is talking ship materials and how we build them. All right. I'm Daniel Kimaenski, surfacing artist at Cloud Imperium Games and today I'm going to be showing you some surfaces. So, I'm going to go over a little bit of my process and how what we use works. And so, we're using what's called physically based rendering. It's just a fancy term for the new age
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rendering system, I guess. One of the things that PBR does really well is it kind of lumps everything into two categories. So you have your metals and your nonmetals. Metals are typically, you know, shiny and they have different specular properties, whereas nonmetals like wood or concrete or rubber have very diffuse lighting and a lot of bounce lighting. But, you know, you didn't come here to see that. You came here to see shiny stuff. So here you go. Here's some shiny stuff. So this level right here, this is my um fancy new material zoo. Basically building this as a tool for the artists to kind of go in and see different textures. Cuz right now we're in the process of trying to build a global texture library
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so that every across all the studios, Manchester, Austin, us, Denver, you know, behavior, all those guys, we can have a a place where we can go where there's physically accurate textures and they can be used across all surfaces in our game, across ships, characters, environments, what have you. So this right now is my metals layer. And you can see I have a whole bunch of different specular values. We have nickel, copper, gold, iron, platinum, titanium, aluminum, and silver. I like titanium personally. Strong metal. And here are two examples of metals that I've created. And the cool thing about shaders in CryEngine and the way that they work
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is they're very easy to edit without having to actually replace any of the textures that are involved. So for example, right now, these are both I think they're iron. Yeah, they're I'm going to go ahead and say they're iron. So if I wanted them to let's say let's make them copper. So, I'm going to move over here, grab this value, Oh, wait, that's nickel. Copper, right. And then grab this orb here, find its texture, and replace the specular value with that of copper. And voila, it's copper, just like that. And it still maintains all its texture
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information. Also, one of the cool things is our shaders are have wear both into them. And one of the things that we're still trying to experiment with and that might make it into the game at some point is the idea that all our surfaces will wear over time. So, I like to actually build this into the shader. And so, right now you can see there's a little bit of wear on the surface. There's some scratches, but over time, I'm going to turn helpers off. See it getting slowly and slowly dirtier and more messed up until it becomes completely covered with soot and dirt and what not. So, that's metals. I like metals. Metals are nice.
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Now, I think one of the surfaces that gets used most in our game is paints. And right now I have three different paints set up in this scene. And again, one of the cool things about CryEngine that we all love is the ability to, if you author your textures right, you can tint everything with the diffuse. So, if you want your paint to be red, you got red. Green, blue, pink, yellow, any color you want. So, I know that fans definitely want to have the ability to customize ships. So, in the future, we're hoping to be able
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to implement maybe RGB sliders or give you swatches to work with so that you can have further customization of your ships. you know, you could do everything from a black Hornet to a red Mustang to even a pink Retaliator. There you guys go. Pink Retaliator. All right, guys. This has been a little look at how we build our materials in Star Citizen and how we achieve the high-level of visual quality that our game demands. And I hope it's been informative. And I guess I'll catch you guys next time. I'm Daniel Kimmich surfacing artist at CIG.
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Thank you, Daniel. That was some great material. That about wraps it up for Around the Verse this week. Tomorrow, we're launching the MISC Reliant. It's our next starter ship, which means that it'll be a little bit more affordable, but it's still very, very cool. It was designed by David Hobbins, who's now working for us under contract to build some cool ships in his spare time. It has some uh very interesting features you're going to see tomorrow, and it's uh it's just a very sexy spaceship. Um here's a sneak peek. Be sure to turn to Reverse the Verse
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tomorrow at 11:00 a.m. Pacific on Twitch. We'll be talking about the Reliant and taking uh all your Star Citizen questions. As always, thank you for tuning in. Thank you to subscribers for making the show possible. Thank you to backers for making Star Citizen possible. And we will see you around the verse.
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

