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Star Citizen Live

Star Citizen Live: Character Team Q&A

22 January 202101:03:591,864 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:03

    hello everybody welcome back to star citizen live i'm your host jared huckabee if you've never seen star citizen live before it's a it's a new year it's a new us star citizen live is where we take about an hour give or take out of our the end of our week and uh hang out with some of the members of our various development teams to discuss uh what it is they do how they do it why they do it um some some are some are more helpful than others sometimes we have jeremiah on the show yeah okay it's okay when that happens joining us on the show this week are members of our character art team so let's introduce them now we have got oh that's the wrong screen hold on we broke we broke down

  2. 00:00:55

    everything on the uh oh no during the problems already yep there it is see we have everybody this is in my living room and i broke it down over the holidays i took the break to not have a giant computer and workstation in the middle of my living rooms when i hooked it back up apparently i swapped the monitors ah streaming 101 uh chance because i like you more why don't you tell people wow who you are and what you do for star citizen yeah i'm chance rome the character art director um happy to be on he's the character art director the character art director there is only one and uh jeremiah do your thing do what do whatever you're gonna do

  3. 00:01:48

    hello um um i'm jay lee i am the lead concept artist of cloud imperium games la studio and jared and i are dating [Music] we are not you're not supposed to confirm things like that you're just supposed to like hint and tease at them because then they go to reddit um all right this week's show obviously we've been off for a while we're it's going to take us a little bit to get into the swing of things what we're doing this week shows we are talking about all things uh character art team related uh as usual we put a thread up on spectrum and let people submit their questions and vote up which ones they want to see answered most because we are talking to the character art team and not

  4. 00:02:36

    what is often referred to as the actor feature team our questions today are going to be focused more on the artistic aspects uh the way things look the way things feel how they work so questions about when will when will this armor be able to do this or when will this that stuff for the actor a feature team so we'll we save those and we throw them into the pot when we have uh those guys on so if you're watching live on twitch right now you can submit your questions in the chat by premising your question with the word question in capital letters surrounded by brackets that's going to help members of our community management team pull it out from the various chat that's going on and they'll send them on to me and we'll work those into the show along the way but as we usually do let's start things off with questions from the chat

  5. 00:03:23

    with our number one most voted up question will there be beards who wants to hit it i'll i'll start uh eventually so uh right now right now um we are we're working on um updating uh a lot of what you see in in the character customizer in in the pu in star citizen um we have a really nice looking new hair that was first first done for our squadron characters and we're in the process of really just getting enough hairstyles out there where they'll be meaningful choice um that's job one um we need to get that stuff in um but will we will we want beards facial hair choices absolutely that's that will be something that we'd love to have um we don't really have a timeline as to

  6. 00:04:10

    when but it's something we'll be working what we've discussed uh and again discussed is they'll probably be varieties to pick not necessarily facial hair that grows and all this stuff but like a beard a mustache other things that you'll be able to choose through and pick and customize your character um it's just for us we need to get to the hair first so that is that's going to be our first step and then eventually so i mean like uh i think we we showed off um mark hamill old man's character i think uh two years ago and so there are characters with facial hair um in squadron 42 and they look so good um and so but like chance said like uh we need to get the hair done and the beards actually use

  7. 00:04:58

    the same very similar setup to the the the hair and so um they'll look really sweet it's just we need we need better looking hair uh that the pu is very outdated with the hairs i know the players have been wearing all our old hair for how many years now um and so once we get that looking sweet looking up to the standard that um that um that chance uh chris and and and um cig pretty much we're like that's the standard of where the hair is supposed to be um beard's facial hair will come in probably after that yeah it's like uh for us what we didn't want to do is just add in one or two really nice looking hairs and leave everything else right untouched that doesn't really make make a very cohesive look for anything

  8. 00:05:48

    um and we also didn't want to just give you a couple hairstyles and then tear everything else out because then there's no choice right you have three things to pick from or something that's not great either so for us it's we need to make enough varieties of hairstyles where you've got some choices to both male and female hairstyles and and uh there should be something there to pick so that's kind of for us is to find out when when we have enough hair when it's going to be the right time to do the full update for the character customizer well chess i i just thought of an idea i think jared might kill me um what if like we updated when we update all the hairs right and like maybe like three years down the line we do like a retro pack there's like you could have all the like the really bad looking ones like uh you know what if you if you kill this vanduul out in

  9. 00:06:36

    somewhere you can get the retro pack i thought you were going to suggest that one of the default heads to just be jared because i mean i mean there is that option jared is retro he's kind of retro i guess yeah he's the definition of retro i love you all right so so the question was about beards and it went it went to hair uh primarily because hair is the priority before beards you know it um but the the very next question uh the second most voted on question in the thread was how is the hair tech coming so we've talked a little bit about prior the priorities there but let's talk about the progress that we've actually made um over the last you know months years stuff like that the stuff

  10. 00:07:24

    james coo is doing all that stuff uh give us the rundown where are we at with hair right now internally sure so uh the first step was really finalizing our our proprietary hair tools so that the creation of these things is you know seamless start to finish from for the artists here as well as you know getting the hair shader to be able to do all sorts of different hair colors and look good um and it took some time um the good news is we got all that done um and uh after we got it all done one of our artists our principal character artist in la james coo went and recorded uh tutorials of how to use the the tool how to make hair from from start to finish which has been super helpful to roll that out to other artists as well as some of our external vendors so now everyone is up to speed on that

  11. 00:08:13

    and the the good news about that is it means our bandwidth to create hairs went up dramatically um and so that is that'll only help us get more of these complete for squadron but also again more of those complete for what goes into the pu so the short answer we're in a very good spot with our hair tag i think it's one of the one of the aspects that um kind of gets undersold a little bit is that it's it's one thing to make a new tool uh which is awesome and we we showcased you know the tools that our developers make to help other developers all the time we just did with the terrain modification tool on ise yesterday but there's another step that happens after that we have to train people it's it's when you develop a brand new tool uh to to do this that takes a fair amount of

  12. 00:09:02

    time itself but then you then have you can't just hand the tool to a bunch of people in the studio in different studios like use it it works it's like they have to they have to learn it and they and they have to they have to bring their own individual skill with that tool you know up you know i imagine the first couple is as wonderful as the tool is the first couple things that you know somebody who's never used it makes you know won't quite be at the quality that we're looking for so it takes so even uh talented artists need time to work with it and develop their own skill set with it and get better and so that everybody we have we have more than one or two people that can make things at the quality level that we're looking for jared can i talk about actually our our our our uh our hair uh like um what am i saying the the hair tool actually a little bit just like the the pull pro okay so um two years

  13. 00:09:51

    ago when we showed the it was two years ago right when we showed the squadron trailer was it it depends on which one you're talking about the most uh the most recent one um where we show henry henry cavill the one we should have a couple at the very end it's like two years ago right now time is a loop at this point but like when we did that trailer uh we were doing that was like pretty much the beginning of when we were starting the next-gen hair and we used x-gen to try to get that realistic hair feel and it looked real the problem was that hair poly count was like i think two mil six mil at one point some characters um and it was just it worked for a time but we're like okay we need to fill the screen with like 100 200

  14. 00:10:39

    characters and so we're like how can we get this to look as close to actual realistic hair but then still be uh playable in the game because we don't want um how some games they might have like the main character and that character has hair and everyone else is bald like we can't have that right so we we tried to come up with a bunch of techniques and that went through a lot of different uh different artists we also had a lot of people who were um trained from other companies as well uh uh trained in like uh like james coo comes from uh uh uh he did a lot of like vfx stuff for tv shows uh and also for film as well so he brought his knowledge as well and so we were kind of trying to make this hair tool that works for star citizen where

  15. 00:11:27

    we get that realistic looking hair um but then still efficient and cheap enough for us to run the game at a normal at a normal fps and so that process took a while and then we got and then we made the gold standard hair for our character kelly uh which you guys have seen before and that was our first gold standard hair then the second one for the male was pretty much uh captain white and then the next point was okay can we change the colors of the hair and we try changing the colors we got to the blonde the blonde looks super fake so we were like going back to the shader going back to the tools guys and we were just going doing this back and forth we flew out um nico and rob dickerson out here multiple times um and they were just uh it was the character artist and the

  16. 00:12:14

    two of them we were they were in like this room in the corner of the old studio in the studio and they were just cramming like every single day just kind of like that i remember like nico had his head in his hands he's like i i don't know so like but we finally got it there through a lot of hard work and dedication and the hair uh i wish we could show you but i don't want to i don't want to spoil anything uh i want like when it's in your hands i want the players to be like oh my god the hair looks great and the hair looks absolutely phenomenal uh and uh when chances are when we look at the pear and the pu we just kind of like we shudder now when we look at it but uh once we get um just like uh once we get a a list of especially for squadron 42 this has got to look really good um we can easily port that over to the pu

  17. 00:13:03

    and that is the plan and also i know there's some real i saw i know as some of the spectrum questions were like dreads cornrows curly hair uh those are the type of stuff that we would like to do down the line um but we have the the tools and the training uh because i think when we first finished the the hair pipeline like what two artists two three artists knew how to do it and then the other 15 were like uh what about us and so like we spent a good six to seven months training a majority of the character team and we've gotten some new hires recently as well and we spend we give them some time ramp up time to teach them that so like the setup was long but it's super worth it and i'm super excited i i can't wait for you for the players to get it yeah it's been said before but because

  18. 00:13:51

    squadron 42 is the priority of so much especially on the character team uh and because squadron 42 is in the heart of the military a lot of the hairstyles are very conservative yeah looking so it it it unfortunately it creates an unfortunate but necessary bottleneck for uh you know for uh for this you know we got to focus on that stuff first but uh i don't think there's anybody on the character team if i'm allowed to speak for your team just from what i've spoken to who isn't super chomping at the bit to get as many varied and interesting hairstyles in the game as possible all right that's a lot of time on hair close when will clothes for female characters catch up to their male counterparts at the moment there are many many clothes available in the shops that only

  19. 00:14:38

    work for male characters uh what can you tell us uh yeah so i mean our current process is every time we make a piece of clothing uh we do both male and female at the same time um what we do have as you've seen is we have uh a discrepancy of backlog of older assets that that's not the case um we are currently working on that backlog and getting all those the female versions in um it's simply it's a lot of work there's a lot of pieces uh we're working on it um but yes that's absolutely something that we we're aware of and we are getting updated but you know going forward for any of our new stuff um we're doing both and that's kind of one of the the the um the great things about like all these locations coming up and all

  20. 00:15:26

    these new you know all this stuff coming that's brand new um we have to obviously make npcs for that all that new stuff um because of that it means that we gotta move that stuff up it'd be a shame to release new landing zones and not have you know proper npcs in those zones so that's why we have to tackle that stuff you know now um but we are also we have that backlog and we were gonna address that you know over time it's it's hard to put a date on something when you've got such a big amount of stuff to work on but we are working on it so yeah you guys have made a lot of improvements the the the pipeline that we have today makes these things in parity you know everything that has a male version gets a female version you know everything it's and it's it's been an important change that we made to the pipeline going on the last couple years

  21. 00:16:13

    uh now we've had it in place but there is that backlog of just older legacy items uh they're still in the stores and stuff like that so yeah tech debt is real yeah i mean like uh the because the thing is like i i'm i mean i uh a lot of the the fans have been following the project for quite a long time know that the female rig and the mail rake are completely different and we don't scale rigs because um there are other games when there's an item like uh let's see i can like use my phone right um they'll just reach their hand and it'll snap to their hand for our game our characters actually reach out and grab the item so scaling the rig would scale the mocap data um so we the female though has a different height than the male and the entire company on the art side

  22. 00:17:01

    had to uh do a lot of a lot of uh smart work to make sure that the female could the female characters could actually reach out and do the same things that the male counterparts could um and the thing is uh while uh animation oh my goodness enemies that had go through thousands thousands of animations uh while they were doing that we couldn't stop the character team from producing assets um and so we were like we still need to make lows for the for the players in pu and so we had we made a lot of clothes um i think we brought all the armor so i believe correct me if i'm wrong though uh so that both male and female can have both the same armor but for close i remember we made a well almost used my uh swear budget a crap ton of

  23. 00:17:49

    clothing um and then when the female player got in we were like oh my goodness we have hundreds of assets to make but then we still have new requests for new landing zones for squadron 42 and so it's just kind of it was just bad timing at the time um but we'll get to it um i do want to follow up there uh one of the folks in chat said that some of the new microtech clothes don't have female versions which one i i don't know it's just but there's so many chats and some of the new microtech clothes are missing female versions and i i know just from standing over shoulders that they were made so maybe it's a uh maybe it's an attribution error or they're just missing from vendors well i know we did talk about uh we do have um female specific clothing and also male specific clothing if it's one of

  24. 00:18:38

    those okay um i mean because i remember i answered this question before um will they have like just like clothes that just the female characters could wear and just the male characters could wear then i said that there has to be a one-to-one um and that's kind of like been our motto for the character need to be attributed uh we'll take a look um let's see uh are there any plans for future armors or clothing with modules for additional functionality uh an example being a small personal scanner on the shoulder or something

  25. 00:19:26

    while exploring chance you want this one or uh i'll start you can i yeah i want a tirade about this so this is really probably you know best as a design question so like you know but what i can speak to is something that we are very uh actively working on right now with design and that is uh new armors that uh do have specific uh roles so there's archetypes that we're working on um uh like specialist uh we have combat already quite a bit uh we're working on ideas for support as well as uh utility and and that is something that um we're looking at what design wants to do we'll create you know getting in there with lore making sure the manufacturer's

  26. 00:20:12

    correct the look and feel of it's correct and all this and there's a lot of stuff that needs to be defined in there that uh we you know we definitely want to have these specific armors that have these specific purposes uh but uh it's really a matter of like prioritizing which ones you know give us the best you know the best things first and stuff and that's um it's being worked on uh as far as to the modularity thing that one's still unclear and again more of a design thing you know for us if that's something design says that they want you know we will have that conversation so yeah you you mentioned that's a design question that's one of those things we talked about earlier that's really for the actor feature team uh but we did want to reiterate that we are still pursuing the the archetypes uh that rich tyra discussed uh back at citizencon

  27. 00:20:59

    uh 2089-48 if you haven't watched that panel 2949 if you haven't watched that panel check that out it has a lot of information about uh where we're going as far as the different armor archetypes and being designed for different uh purposes and roles and stuff like that and that is and it's absolutely still the design and absolutely still the intention and stuff like that so yeah we fleshed that out even further actually we had a talk chance and i had to talk further about the archetypes i think like this week um so it's it's it's been it's being more refined um and i think just kind of like a tl dr version of answers question would be uh and i've said this for years there will never be a armor that is considered end game where it is the best armor it can do everything right

  28. 00:21:46

    um that's the same way for ships same way for guns same way for armor there will be armor uh and modules that would be the best for what it needs to do for that specific gameplay um so you will not get a armor that's best at sneaking and best at protection best at um hiding sound best at catching people best at like like there will be like the best armor for combat but then they'll also be the best uh armor for heat resistance the best armor for tracking players best uh armor for uh sneaking and doing uh infiltration so like we'll do specialized stuff and within those archetypes um there might be different types of armor with specific types of

  29. 00:22:36

    gear that design have and will continue to flesh out and be like if you want to do this specific mission that's sneaking there's a bunch of stuff that you could different types of armor you could put on how granular we're going to get into customizing that is 100 on the design side well i just make pretty pictures but um but the overall concept is that's yeah best armor for fashion which is just unequipped everything um but like for like there will always be the intent at least the gameplay is there is always the best armor for a specific thing or specific yeah the gameplay you can you can uh ping uh richard tyler

  30. 00:23:27

    don't don't shoot me i'm gonna get em i'm gonna i'm i'm gonna come online monday morning with plenty of emails from rich tower um all right here is a commonly recurring question uh we've addressed it a couple times over the years but you know there's always new people and stuff um why are there no children old people fat people thin people tall people short people and so on the verse just seems very uh uniform at the moment yeah as far as children that is a choice we we don't want children in in a game where people are running around with guns and knives and and you know there's violence and things that doesn't that's not what we're we're creating so uh don't don't expect that um uh as far as different body types um that is something that we would like

  31. 00:24:17

    to have um i think that absolutely that's that's cool um the the limitation that we have as jeremiah kind of brought up is we have one rig for males and we have one rig for females and what that what that limits us to is the sizes right so uh and uh it allows our game to to have all those things look very seamless where the people pick up things and interact with things correctly and and you know that that is a limitation of it is that you also get a set height right right now so um and and so yes the body types that would be cool i mean we would love to work into that uh the children nope and and as far as the the size of people it's it's a limitation of the size of the rigs yeah i i want to add that the rigs the reason we went with the you know the

  32. 00:25:07

    unified rig is there are so many benefits that it gets us it it it it's what allows the characters to push all the buttons in the in in the spaceships you know coming up with the with the new physicalized dashboard it's what allows people to pick you know to pick everything up off the tab off the bar stools and stuff like that it gains us a whole lot of things it does come with a trade-off just like most things in game development do for if it's like stating a character in a d game you can't put 20s down the line if you're gonna if you're going to put all your points in dexterity you're going to have to take them out from somewhere so one of the things that we lose is variable height on the character so i i think you know it's a known thing it's a thing that we chose to do and i think the benefits far outweigh the uh the detriments

  33. 00:25:55

    i mean isn't it cool just the fact that like when a when a character like aims down sights they're actually looking through the scope right and the bullet is actually coming out of the barrel of the gun and when you point to something uh it's the same thing and then you from your perspective you'll be pointing at the same exact thing that the other players will be seeing so there's so much and the biggest thing with with star citizen is immersion right and we want to make sure that that things is just next level uh the unfortunate part like you said is just kind of like customizability like this it's always a thing like the the more bespoke you make it it'll be harder for it to be for customization and then if the more

  34. 00:26:42

    customization that you bring the less uh uh unique and how do you say more of yeah bespoke things it's a balance it's a balance yeah it's weird in order to in order to gain the increased customization you actually have to make some things more generic yes it's weird that has been the biggest challenge for the concept team and the character team when it comes to clothing and armor which is why we have zones um you know and we've have some counter measures to that um and some that i will not disclose here um but like there are because the artist side uh because everybody in the company we love art and we love bespoke stuff because it's cool right we just love saying the word bespoke i i love bespoke business there's like fidelity and then there's immersion and then somewhere around there yeah right under that is bespoke

  35. 00:27:30

    uh but like uh i mean i'm an artist myself i love doing um just crazy things that are unique to it's it's it and it just just for that one thing and a lot of artists feel the same way um but customization is part of the gameplay of star citizen um and so design and character team we've kind of come to an agreement uh uh of some things that i will not disclose yeah all right um any updates on the space cow uh we're actually we're working on okay i can say we are working on some uh some

  36. 00:28:24

    stuff with creatures um it's actually some different creatures i can say that i think yeah we're working on some other stuff right now that is exciting in in the creatures space uh it's not currently the space cow it's some other stuff i don't know if i can get it i'll leave it at that it's a space something they're all space somethings yeah cause we're all in space um speaking of space some things uh how are the tavarn and xion character concepts coming along have they changed much since the last time they were shared uh the actually the xi'an is uh is coming along quite nicely it's past the concept stage and in into modeling right now and looking really cool uh so they've been doing a lot of stuff on that um uh getting there's some work

  37. 00:29:12

    being done on the the facial rig and how how that all animates and everything and how that looks looks good um you know it's it's the the challenge of course with with non-human characters once you get a facial animation like it's not quite as straightforward as a human so you're kind of we're working on that right now and making sure that they um they have a really uh unique look and feel you know we won't shouldn't just be a human in a costume right i mean these should look you know have a beauty the way they animate the way they you know they look and everything um so there's some exciting stuff happening uh to one of the things that to um jeremiah mentioned is like with xi'an for example that does it you know there are some things that uh do come up when you have characters who aren't

  38. 00:29:58

    the same size uh and so that's actually something that is we are we're actively discussing like what do we do what what how do we deal with this uh because it's one thing you know for them to be featured in squadron in a you know they're here they are and they do this thing and that thing it opens up a whole bunch of conversations about okay well what happens when they're in the pu like can they fly every ship how do we make how do we account for this if they're not the same size and obviously they have what clothing can they wear i mean it's yes it's a it is a big can of worms right there so and that is not a confirmation that they're showing up in squadron 42 he was giving you an example of a scenario nice a scenario yes just correct it off before it goes to reddit the tavern um uh on the side so how are

  39. 00:30:47

    you saying that tavarin isn't it tavarin sorry do you see tavern tavern tavarin t t varian wanted to give you crap all right the all right the tavern um i think the last time we worked on it was quite a while back um around the the prowler when we released the prowler we did some concept support on that um it has taken a little bit of a back seat on the concept side a bit we wanted to flesh out even further we have a generalized look but we were like okay i think this needs its own specific time and the xi'an was a little bit higher on the priority list so we kind of like focused more on that so the tavern tavarin is it

  40. 00:31:40

    i don't even know anymore the the tavarin uh race is is a little bit uh behind um but the xi'an is definitely moving a lot more for it's a lot more further along uh than uh the t varan uh let's see look at the chat here uh wear and tear uh any updates anything you tell us on the status of wear and tear on armors or normal clothes or anything the character wears you want me to get the wrong yeah i can get it okay um chance is so polite you you you want you want we have to balance jeremiah and i have to balance right so he's constantly trolling you and giving

  41. 00:32:37

    uh wear and tear um uh yes that is that is the plan um you know we that's definitely something that we would like um we have uh been working on some some stuff as far as the shader goes as far as the uh wear and dirt dynamic wear and dirt um and we made some uh actually recent progress on some of that stuff where we had a wear and dirt uh that was it had been kind of in a state of broken for for a bit uh we've been making some progress and getting that that functionality back where you know you'll be able to the artist can dial in like oh this is the default level of wear and dirt on this particular asset and then over time you know it goes farther so yeah that's that we're we've been digging into that right now actually cool um back in 381 there was a bug that allowed

  42. 00:33:28

    uh folks to wear armor on top of regular clothes i i with no undersuit um it it usually looked seriously cool there were a couple that looked alright there were a couple of it um are there any plans to be able to officially wear armor without an undersuit can i can answer this chance can i just take that one okay all right all right let me roll up my sleeves on this one uh so the the system that we have in place right now is clothing has its own system with its own setup and the armor has its own system with its own setup a lot there's a lot of reasonings for this uh the armor in particular is for the going out outside into uh uh eva the eva capability of the under suit and

  43. 00:34:16

    also breathing and oxygen power um all the all the fun stuff that rich's team brought in last year right now clothing does not have that and so we cannot put the two together however however we are in we have to i have talked about this with with rich and jj on the active feature team which is combat clothing um so it is like uh armor and protection that you would wear not necessarily out in space but if you're i don't know there could be a player that wants to wear armor on the ground and will always stay on the ground right so there are talks about that and so we could potentially if we go in that direction have armor that has some clothing capabilities you

  44. 00:35:04

    could make sure it's with a kevlar mesh yeah yeah yeah yeah yeah but i'm actually talking about like actual like like armor armor um like maybe there's some armors that doesn't require an eva suit um and you just have armor on top like like you could look like a swat person that doesn't have to go to space right um so those are conversations that we're having with design like i had a conversation with by brought up to rich like i think last week and so i think for if we if we if we do head in that direction that would open up a plethora of different things that the players could do on on the ground side down space uh where you could put on a trench coat and then or put on a i don't know a poncho

  45. 00:35:50

    and then have uh as a jacket item and then have the clothing armor underneath it so we would like to and we're in talks and uh give me an armored plane yeah but armor armor right now mixing armor and clothing would break a lot of systems uh just because there's a lot of data forged set up there's a lot of a lot of things that sean's team has very meticulously put in place for the two separate designs and the two separate setups on the tech side um and so they will never cross from what i know if they come up with some crazy ingenious thing maybe uh but as it is with the with the information that i have um those won't cross but then to counter it

  46. 00:36:37

    combat quickly that is something that we're talking about yeah all right um oh boy let's talk about some body modifications aside from cybernetic prosthetics uh what are the plans for things like tattoos scarring implants and the like i i can say it's being discussed we don't have if we don't have any like locked in final plans of like this is how we'd want to feature it we're talking about that uh we were taught we were also discussing the the ideas for cybernetics how would that happen like what you know like in it we're all excited about it it's all definitely cool just the question is how do we implement it you know where is it like is it something you just get right out of the character would we

  47. 00:37:24

    want it right out of the character creator or does that make it not as special is it something no actually you got to go do this and this this in the game to be able to access it like is that cooler like those are the types of conversations we're having so no finalized plans we do think it's cool it's just a matter of where would it feel best i think that's that's really the thing that we we're looking to solve so yeah on the on the art side i think we can i can kind of bring this up some we did do some slight r d on tattoos in general because uh you guys have seen in the squad trailer there is a vat tagaka and he's got this massive tattoo on both of his arms uh that is actually on the diffuse map so that on the albedo map so that is painted on the actual texture of his skin right um the reason why we did that was i remember this so clearly because i hand

  48. 00:38:11

    drew every single tattoo of that guy that was that was was fun um but uh i remember we tried to make it a decal where kind of like how we have decals on armor where you have like the numbers or the little things and also on ships the problem was that it didn't look like skin it looked like um we try to get it as close as we could it just didn't feel real and tattoos um when i when i concepted it i didn't photoshop first it just didn't feel right so i actually um tattoos on skin almost has like a little bit of a graphite feel because well especially with like the gradation and stuff so i actually hand drew it on a pencil did a couple of those scanned them in and then touched them on photoshop and then i realized i had a pencil brush in photoshop and just did

  49. 00:38:58

    it in photoshop anyway uh but but i we tried putting it as a decal and it just didn't feel like it was on the skin itself it felt like almost plastic um it felt very fake and so uh that just didn't hit the quality bar if we made it a decal sure like i'm sure we can come up with techniques but it just it just doesn't seem real and it'll be super triggering for me and a lot of people um and so um yeah we all love tattoos we all love scarring and uh whenever death of the space man actually is in full implementation we have to do scarring and implants and like body modifications but until then um yeah we'll see we'll see what

  50. 00:39:45

    we'll see what the priorities are and when things come in place but we have to do the the body modifications and uh scarring i mean it's part of the death of a space man yeah that's the size mine we have to do it so uh as as as those systems begin to come online those teams make those requests of your teams official and stuff like this so it's you know there's there's an ordered operations there um let's see what else do we got from the uh will you add uh medical uniforms when medical gameplay comes around later this year or it comes around this year um what about mining and cargo hauling uniforms basically just various professional uniforms i'm guessing we are working on them [Laughter] no yeah there are things in concept

  51. 00:40:34

    right now that we're we're working on uh we were just looking at some some of that stuff uh very like this week so yeah we are making sure those things are getting done and just making sure that like we have the correct ones for the different landing zones and all that's appropriate uh we felt you know fill in all those things but yeah that's uh we are we are working on it right now yeah when hospitals come online you don't want you don't want a bunch of people and giant overlord armor you know sitting there ready to take your temperature it's like does it make sense yeah kind of relayed back the earlier question of like how come that backlog we can't get to that because new stuff is coming and yeah it would be really silly if we came out with a hospital and we didn't have the appropriate clothes for people to be wearing right so that's that's why that stuff has to come come first so i don't know what you think it'll be a great idea if you just

  52. 00:41:22

    passed out and you woke up and some guy in heavy armor is like i'm here to take your tether that's i think that's amazing sorry sorry you can't help yourself can't you i can't i can't this is so easy uh we've got a couple uh backpack related questions uh let's see if i can just combine a couple here uh can we see more colored rucksack cores in the near future or a backpack that can be a separate module that maybe attaches to different armors is that somebody in our meeting this morning yup someone was in our media no we were uh we were actually going over um backpack concepts in um in the meeting this morning and discussing just those very things about

  53. 00:42:10

    um plans for that you know uh when when they would come out what the later functionality would be how how they would relate um how do we make sure that the backpacks we're creating uh look good on our all of our existing armors uh you know which ones we need to make um but yeah that is uh very very current like like this morning literally a couple hours ago uh what else we got um see a couple people bringing up uh the holographic subscriber helmet uh with the skull uh that we showed uh back in 2019. um i'll go ahead and take that one if you guys don't mind the fifth on this one the uh uh for the some of you know some of you don't know uh for the last half of 2019 and for the

  54. 00:42:57

    first and for all of 2020 uh one of my moonlight side jobs was running the subscriber program uh and that was one of those and that was one of the things that jeremiah and i pushed for uh to get into the program and stuff like that we absolutely uh uh still want it um it's just that it requires a new graphics shader uh because using the hologram tech that we have right now works great for ships like you said you saw it at uh you saw it at iae it's like that and it looks great for that stuff but what the visceral experience we want in the helmets uh it wasn't quite there so we need some additional work from the graphics team and unfortunately if you read our monthly reports you know the graphics team has their work cut out for them they have all kinds of stuff they're working on the new gen 12 renderer and stuff like that and it's

  55. 00:43:45

    just it's more important that they prioritize stuff that can affect all star citizens than you know just the stuff of the subscriber program so as much as we want it uh we want it bad uh it's just there are other things that need to happen first uh it's still on the list it's still on the list and and you know a big shout out to the graphics guys because uh recently they gave us a ton of stuff that is coming for characters that make all characters look better so in the grand scheme of things would we love our hologram shader yes of course but when we get things that uh some of these updates that do uh that are coming for characters all of them got better um we had some stuff that just kind of bugs other things that we've been asking for for a long time we got a lot of stuff

  56. 00:44:32

    from them uh over the last month or so that is really we're very excited about for characters because these aren't things just make this character this character look good all the characters are going to look better because of the stuff that we've got so yeah and saying squadron looks so good right now and uh just to put a button on the subscriber stuff uh i've now handed that stuff over to uh emily uh if you're a concierge member you've already been contacted by emily uh she's doing some terrific stuff she's got some exciting stuff planned for the you know through this year and stuff so uh stay tuned uh we'll make sure i'll keep pushing for the uh for this for the hologram skull helmet uh but uh we got some other stuff coming for you that uh is pretty cool coming down the line ah so i can get back to my video stuff uh will

  57. 00:45:19

    characters age um okay so this is this is this is a actually a great question this is more of a todd pappy rich tyra chris roberts question maybe a little bit of tony z um but um if we were to go with the death of the spaceman technically you would um you wouldn't age necessarily but you would deteriorate your body would deteriorate and as time progresses your actual character would die and your next of kin will pick up is kind of like a little refresh um so as it stands right now um i don't think we have anything in the

  58. 00:46:10

    game to have characters age however we do have the um that dna head pool and we do have some heads that we haven't put into the dna headphone there are a lot of older um uh men and women that we have scanned and that we have and we can plug in um so we could potentially use like a slider to bring in some of those wrinkles and stuff like that that would require a lot of setup and some on the tech side that would be more of sean's department we haven't gotten a request from up top from design to implement that type of thing i think there could be some solutions to do that i have like one or two in my head that i could put theorize that we could potentially do that uh but as it stands no

  59. 00:46:59

    uh just you you you will forever be whatever age well there there's also some uh lore aspects to take into account if you if you've followed star citizen's lore uh since 2012 you know they release a new story every single uh every single tuesday uh there's stories in the jump point magazine uh a digital magazine available to subscribers um you know that aging is different 940 years in the future it's it's it it has been slowed it has been not you know not stopped but people but people off the humans often reach the age of 100 110 120 and stuff like that uh without while maintaining the looks that we would associate today with people in their 60s 70s 80s and

  60. 00:47:48

    stuff like that so so that whole process is much slower in our fiction too so even if one day our game does develop to the point where we do include aging you know it won't be at it's not likely to be at the same scale that we know it today yeah i mean also i think like the medical okay dave's gonna kill me but you know what yolo um so um i think i i i have to i have talked to him about it before i think they were um we were talking about this before on the death of the spaceman type of thing um where um we were saying that the medical technology has advanced so far that they kind of like um can i can i bring up a movie title is that is that okay with legal is it okay if if if you if you take your swear budget and use it

  61. 00:48:37

    for that i'm okay okay you know what uh mon uh uh sun sun boat soldier sunboat soldier what are you doing i don't want a movie movie with a bunch of bugs a a good boy because a dead bug uh okay that one that one that one remember there's that there's that scene where like uh they're like you can say starship you can say starship troopers jim martin who did that whole movie has done like 12 spaceships for us yeah okay starship troopers yeah okay with rico when remember rico's in that tank and they're like putting them back together and stuff anyways uh so the idea for that med bed i think was also like when they're like putting putting

  62. 00:49:25

    putting you together they would use pieces of your dna to reconstruct the the disembodied limbs and stuff like that but then if you've lost if you've uh died so many times a lot of that dna would be damaged i believe and there wouldn't be enough bio material for you to read for the for the bed to regrow which would then um require like cyphernetics or for you to eventually just die right um so i think that's that part's kind of cool and that kind of plays in with like the the the delaying of age is just because we'd be reusing the dna so i think people would age a lot less just because we have more dna to play with i think i don't know what i'm saying anymore no let's move on sembo good bug is a dead bug will it be possible to customize armor in the

  63. 00:50:14

    future like uh changing colors insignia stuff like that uh that has not been discussed uh what is what is what we are doing for uh all the new armors as we make them though um is right out of the gate we're going to offer um material variants for for many of them when we can uh so that you will have you know different different choices uh the other thing that uh uh actually something jared brought up a while back that we've we've now made sure of is uh in the past there was helmets that came out and had a color that didn't really match anything exactly uh we're trying to fix that different shades of yellow yeah exactly so our our goal going

  64. 00:51:02

    forward is that um uh when we make a new helmet uh that we make sure that we'll do a variant uh of an armor might be an existing armor in many cases but it will match so you'll be able to go in there oh you like this particular you know helmet great well there's a there is an armor that matches so you can have a cohesive look uh with that as we make other ones our plans are that you know we don't just make another version that's ever so slightly different red than this one is actually that you'll be able to this new helmet it actually matches this one as well and so there's more choices so to start with there'll be options to pick not not really any discussion yet about like running a color picker and picking whatever you want painting and all that kind of stuff that's a much you know different system

  65. 00:51:49

    so but for now there are material options okay um no we're going to ask it why not we already did some both soldier every citizen in the universe has exactly the same underwear are there any plans to change and make those i am and put those items up for sale in the clothing shops too uh this question is from a t witkin um well representing the concept team i would love for the concept team to concept a bunch of underwears uh but as it is right now the underwear is part of the base body um it's just uh we don't want nudity in our game so we have

  66. 00:52:39

    uh we've given um the male and female uh assets uh pretty much um uh underwear undergarments to cover them up can we make underwear different kinds technically we can would it be a good use of our time that would be a chance question so um i just i just draw things i would be more than happy to to draw a lingerie male and female lodge so yeah it's it just comes down to like what's the best use for time as jared mentioned right it's like what what do we we could spend our time on all sorts of things what we'd like to spend our time on is you know the best bang for buck for players you know what i mean and so for example like you know hey these new armors that have gameplay tied to them damn that that

  67. 00:53:27

    seems like an important thing we should be working on you know and we're super excited to so that's really how we're making our choices um it kind of actually goes back to a touch i want to think about the hairstyles um we're obviously squadron is our priority that's where we first implemented these new hair hairstyles um when we go and we choose what hair we're doing we we have to pick the ones that actually are in quite a few characters because that updates that many characters look that much better and so as jared mentioned it's a military you know a lot of these characters in the military right so in the military you only have so many choices for hair styles you don't go there and just pick anything right so we were picking the hairstyles first get the most characters updated that we can um once we get those done then it makes

  68. 00:54:15

    sense to get like really you know this very unusual hair that is only on maybe one or two characters in in squadron um that's kind of right now how we're prioritizing those those things again best bang for buck best use of time that's what we're trying to do pretty much is saying beards are more important than underwear i was waiting for i was waiting to see how you were going to bring that back around to a question about underwear but it's uh but really your answer is about prioritize a priority exactly always working hard anything that underwear is not a priority right now we should we should do a poll we still pull beards or underwear in the game the people the voices will be heard why do you bring me on this show jared i feel like i'm not sure either jared i don't know why

  69. 00:55:04

    i i grew a mustache just so i could be disappointed space dad not here i'm not mad jeremiah i'm just disappointed okay it's okay i hear that every day uh yeah yeah i bet you too uh let's see um i'm trying to there's another underwear question i'm gonna skip it um what have been some of the challenges you have that you've come across while working on the alien races um i mean i could speak on the hmm the hardest thing was was it all challenges or i'll just say though the hardest one was

  70. 00:55:51

    at least for um the concept team and also the character team and animation department and tech adam which was the facial atoms um the body animations are pretty straightforward we just uh we just communicate what the anatomy is of the creature or or the alien and pretty much the the the tech item guys are they're amazing so they blah blah blah the problem is speech um and expression um and having the aliens speak especially because like most games they're just it's just lip flap so just go ah and just words come out right but the thing is um for us we want to make sure that um we even put lips on our on our aliens so that they can actually purse their lips uh to phonetically physically you can

  71. 00:56:40

    see that they're actually phonetically pronouncing certain words um and so coordinating that with tech anim character art and concept is man it's a it's a lot of work uh just be able to they have making sure that the alien can express themselves in a way that we can visually understand and feel emotions for is very difficult for the vanduul oh my goodness we spent months months just coming up with different expressions of surprise sad angry puffed up i'm just like um get that one oh my goodness that's that's that's probably the hardest part um especially when these aliens have speaking speaking lines um and having trying to the a human actor have that human actor's expression

  72. 00:57:28

    uh uh be applied to a completely different anatomy and have that expressed the same type of emotion it's crazy crazy crazy sauce crazy that that probably that's probably the hardest part um and chance is managing jeremiah yes yeah it's really the toughest part is to steal the jeremiah on a daily basis i mean it's pretty much it's it's really comes down to that yeah outside of that but chance when i first met you i was pretty high energy from what i remember when i first met you you knew what you're getting yourself into that's true um now i disagree with the premise of this question so given the drive for immersion why is there such a heavy push for overly colorful vivid gear

  73. 00:58:16

    neons chromatic gold etc in the verse rather than contextual clothing armor such as camo subtle hues etc have you gone outside whoever you are person it's like how does how does color break immersion yeah i mean at least in l.a in l.a in la in la there's a car that drives around that is bright gold and has a giant mural of jerry orbach's face on the hood google it it's real it drives we see it all around southern california it doesn't break immersion that is immersion that's life yeah car now for me what's important when we talk about clothing items and stuff like this is is

  74. 00:59:04

    um variety like i i want there to be you know hey somebody wants to have you know the super serious like you know uh like military gear and this there should be that choice uh somebody else wants to express himself in a different way and where something else you should have that choice i mean we want to like this should be a big game that lots of people come to and express themselves in different ways what's important is we offer that variety for some people they enjoy the colorful stuff some people don't it's it's like you should be able to pick those things you know and i don't i don't want to say oh there's no color in our game and nope there's nothing like that because that that's just limiting you know and that's not and that to jarrod's point that's not reality you know when i why you walk out and well when the world was normal and your gatherings of people

  75. 00:59:53

    you would see yeah everyone expressed themselves in a different way and i think that's what we that's what we strive to to do you know um sometimes we want to do something that's colorful and you know maybe more fun other times it's much more serious um but there we should have those choices so yeah i think i think just um the the designers and also i'm talking about like the the later the latter end of the science when they start plugging in an implementation of those designers and also the character team like when we set up landing zones there is a palette that we have uh that we generally put on the landing zone npcs unless specifically called for that they have to be very colorful and very diverse um but so i think um at least on our end we'll try to make

  76. 01:00:41

    the npcs feel more grounded and feel like uh more relevant to the actual location um but like as chance said for the players like you can go in with a pink helmet green torso and neon pink pants um and and that's it's a that's that's that's the beautiful thing about this game is uh the the the ability to have choice right um and we actually had this conversation with a couple characters this morning we're like yeah we've seen some abominations uh online but um but that's that's also just just humans um so i think maybe this person uh you're seeing this maybe a lot in the other players where you might see like a very crazy neon light type of stuff but that's more of a choice thing

  77. 01:01:28

    um and we will always give um the freedom of choice uh for players so yeah but npcs yeah we'll make sure that they look you know fitting and not necessarily unless unless there's an npc that's specifically yeah that's specifically called for to be very bright and but i'm willing to bet if you did an accounting i think the overwhelming majority of our assets are still muted and subdued and you know in line with stuff like that it's it's the the the color is the exception it's the rarity it's the flare it's so much easier to spot a player too especially those bright colors as as my father would say if you want to look like joe the ragman that's okay but don't come in my house so did you did you did you say like

  78. 01:02:18

    that was my one chance use his one i just use mine and you use yours on sunstone starship i don't remember what sun boat sunboat soldier sunboat soldier with that we're done everybody congratulations chance you made it to the end of your very first star citizen live roundtable q a uh how was it you you okay how you feeling yeah i survived it was fine you're you're great i think you're a good balance good balance to my shenanigans uh thank you everybody for for for tuning in and hanging out with us at the end this week uh we'll be back next thursday with another episode of inside star citizen and then be back right here again next week for another episode of star citizen live what will it be about i honestly don't know yet i'm still waiting for people to answer my emails

  79. 01:03:08

    so for star citizen live it's definitely not going to be it's going to be an art stream where we asked jeremiah to create sunboat star soldier or whatever the heck he said it was uh for for for chance row uh that was jeremiah lee i'm jared huckabee uh thanks for watching we'll see you next week everybody take care bye a good bug is a dead bug sun boat soldier no sunburn

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

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