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Reverse the Verse

Star Citizen: Reverse the Verse LIVE - The Legacy of Armor

25 May 201800:58:021,367 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:10

    greetings citizens and welcome to another all-new edition of reverse the verse life the only show on Fridays where we talk about the show on Thursdays the people that film the show on Mondays but on Fridays in life this week we've got members from our character art team here to discuss their work bringing armors and clothing to your avatars in the star citizen universe but before we get to that let's go ahead and do our weekly Week in Review weekly we can last Friday we had hugo silva on the show from foundry 42 UK to discuss some of the work his team and others have been doing to bring the shop item kiosk system to alpha 3.2 now this is an important system they'll be used to implement many of the items like legacy armors for use in the game and if you haven't checked it out the replay is available now up on youtube now monday brought with it another episode of our

  2. 00:00:57

    weekly question and answer series calling all devs this time with responses on animation transitions multiple quantum travel waypoints VTOL thrusters the current status of death of a spaceman and a potential future in a career as the navigator on capital ships now as usual calling all devs is your weekly opportunity to submit questions to all of our developers and not just the ones that can be here with us on fridays and vote on which one you want to see addressed most you can check out all 19 episodes of calling all devs so far up on youtube now Tuesday is Laura day here in the star citizen universe and this week brought with it a look back at a story first published and like year 2 of jump point called the knowledge of good and evil thankfully that was there now in it a young girl with a gift for repairing gear struggles to survive on the streets until a unique

  3. 00:01:45

    opportunity presents itself and you what up what was that opportunity selling timeshares on coastal pyro I know I was surprised too that's not what it is I haven't read it yet but you can read it on the Robert Space Center's calm web site and subscribers can skip ahead to the additional parts in the jump point vault that's available to you know all subscribers thursday saw the release of the hercules star litter Q&A where developers addressed additional questions from backers not already covered in the atv in our TV episodes previously featured now there are only a few more weeks left in the Hercules star lifter promotion so if you still have questions I encourage you to check all three of these resources to learn more about our most recent addition to the star citizen's ever-expanding pantheon of spaceships also on Thursday was another episode of around the versed featuring

  4. 00:02:33

    many of the people that were here today talking about the stuff we talked about yesterday it's like by design additionally in yesterday's show it was announced that the first wave of citizencon tickets will be disappearing from the store today and if my memory serves me correctly I think that's gonna happen like right around the time of the end of the show so you got maybe I'm not wearing a watch less than an hour left to get your citizencon tickets if you haven't already but don't worry this tickets will be back in another wave in the coming months so serving everybody there and with that we're gonna take a short break and when we return we'll be sitting down with Jeremiah gage and Corey to talk dress code stay tuned [Music]

  5. 00:06:27

    hmm yeah and the moral the story is don't do noodles kids all right joining us here on reverse the verse live we have some of my favorite people in the whole studio and Jeremiah don't want to leave Jeremiah our character art team you got gage Hallman Jeremiah Lee and Corey Johnson welcome you see that every time I come on the show you know I don't want you to feel like that it's it's it's you know every time it's it's you know this is a very personal show to me it's you know it's not like the other shows I gotta kind of get to you know do my thing here I don't I talk about you know always I look at people like Corey and engage I think about how how much I like them I started out and how they know how much they're my favorite people and then I'm like oh but then there's also you know in your defense usually I put you as far away from me as process is true I

  6. 00:07:16

    put you next to me I know this is true or I feel like I'm taking like a step up in life it's that's really all right so joining us I show gage Jeremiah and Corey now for everybody watching at home everybody's alright give you somebody's first start to be that's not how that first goes every art TV is somebody's first start to be serene take a couple moments introducing yourselves and what you do for star citizen and we'll start with Jeremiah Jeremiah Jeremiah tell the folks at home or work or in their car their captain Richard who you are what you do for starts it come I look around the camera or does camera though okay hi my name is Jeremiah Lee I'm a senior class of artists here in the Los Angeles studio and I draw costumes armors alien anything have to do with pretty much the human rig or creature or yeah yeah I

  7. 00:08:12

    mean sometimes I I also wear beards on strength I actually forgot about oh I have never forgotten about that I need you to bring that in Ang Lee I really okay right so that's Jeremiah lead character concept artist let's go across the table gage how how how are you doing I'm gonna be gonna shows off the rails yeah it's too late Oh gage Holloman senior character tech artist almost like Eric artist yeah what is a senior character tech - dude basically I'm at the end of their pipeline I take what they do and put it again this is it you just grab it drag it into the CryEngine oh my god I'm done give me a little bit more I got him Howard filler dude what was putting it in games so really uh I'm the rigger and you know we do all the

  8. 00:09:00

    skinning setup attached to the skeleton do web intents port attachments all the technical aspects have kind of invisible to the player but allow them to use it and last but certainly not least making his transfert return to RGB you you were not yeah Corey Johnson you were on the show one time I was like two years ago a little bit less than that but but I started yeah it was like right with you started like that you came I do nothing where's my desk you know here's your desk okay here's your password on piece paper playing hey you want to be on our TV is like okay and that's why we had the Corey Johnson rule that I make sure everybody's been here for three months before we forget when the show yeah thank you so what do you do for starters now that I'm hoping you know nothing yes is it there I'm the lead character artist so I

  9. 00:09:53

    do make characters but the majority of it is trying to help ensure that all the other character artists can work with minimal things coming in and stopping them for get their work done and then developing pipelines and just making the process as smooth and quick as possible really low-key stuff okay so basically we have a nice little slice of our character pipeline here you Jeremiah where concepts begin and then we've got Corey and his team who actually the work on implementing it out and get in 3d and then we've got engage who actually does the process of implementing it in game and making sure that it can work you know and move properly it's like that and what's really neat and we talk about this in our tours and if you ever get a chance to if you're ever in the LA area more toward the studio remember we do offer those through the

  10. 00:10:40

    the player relations ticket system so you can check out that for 30 days and times but on the tours one of the things I like to I do is you know when you come to your area your area is set up really nicely so you know something to start there and it can go there and go there and he's got a problem he can go back to you and if it's something that that you can't quite things like no we're gonna need a little bit more concept because we have to change that tremendous it goes back to Jeremiah and it goes back before that's really cool to see that working it's one of that it's what you know because we are a distributed development we have five studios across the world you know almost 500 people across the studios so a lot of the a lot of our techniques are about working through that distributed development but it's it's really nice to see that so much the character team not only in one building but sitting at the desks right next to each other watching that process go back and forth it actually does help a lot because before it was just insane

  11. 00:11:30

    trying to trying to like get questions or and yeah it was just all open with this new setup that we have with the studio here everything is just quick engage is literally right across from me I don't stay I love him you know just stare at his beautiful eyes yes the men many of the time we stand up and talk over monitors yeah we've done that it's like gyromite yeah every time I wanna talk to Corey I can message him but instead I yell his name and he has this like he's working on his desk and be like mm-hmm no better go back to where you stand up and just wave your arms yeah because their music alright so if you're watching this is your first RTV you have to fight no that's a different thing to watch on TV you do get it you take questions live from the chat and take

  12. 00:12:17

    questions from two different places you can if you're watching this live in twitch chat and you submit your question there please previs your question with the word question and you capital letter surrounded by brackets that's going to help our wonderful tyler nolan back there pull the questions out from chata gotta care in my mouth so there's a limit we also take questions from speck I'm sorry I tried to get through all that it was just really getting any rough state questions in spectrum where you can do the same thing preface your question with the word questions around my brackets his point out there and then he's sending them to me on our lovely tablet now we also pregame some questions for the folks who couldn't be here live as we do every single week after yesterday's arts you went up we posted a thread where folks got to submit their questions and then vote up which ones they want to see answered most so while we are waiting for your questions to come in live we will start with some of our pregame questions here and right off the bat I

  13. 00:13:05

    do want to preface that as happens with many of these that's just a lot of the questions tend to be design focused you know design is is a role just like you know just like a rigger just like an artist just like a concept or it's like that we do not have a designer on the show today but we have done our best to research to these answers ahead of time so we'll do our best and answering some of the more design related questions this question will we ever get the ability to keep buying the opening or removal of our helmets Mobe glassing every single time we enter a friendly station is dot-dot-dot annoying and then they added a hey I don't know why I'm looking at you with this who wants it we ever going to ever wear our thoughts about key binding take your helmet off so we don't only go through the whole rigmarole or forego in the hierarchy in

  14. 00:13:54

    our studio Cory would be higher than me and so what applies Cory why don't you answer this oh yeah I mean there's there's a possibility of it I don't wanna this is definitely a more design thing it's on decision the character team with make possibly okay well I wouldn't have no I agree it's annoying you know yeah that's that that is a good reason well I went ahead and pregame this question with some of the members of our design team so I can tell you if you've been following star citizen for any amount of time know one of the things you'll notice is that our key bindings change pretty drastic yes overdeveloped know nobody nobody's making any any any bones about that it keep okay but we're still in the middle of development we are still working out the key points something like something like he binds for four regular actions

  15. 00:14:44

    like that like taking your helmet off yeah when you get when you get through when you get through airlocks and stuff it's definitely something that is being considered for that we can't tell you yes or no at this point just like with any other patch the key bindings are reviewed with every single content patch so the best I can offer for this is it's an idea that I like I think it's an idea that we like in whatever let us know on spectrum you know the drum support for it but it's definitely something that's being considered so alright still waiting for the questions to come in live we'll go back to the threat here will some suits or armor sets be designed for high G pulling pilots that a high G to the where they pull pilots that assist with g-force right out and blackout resistance so basically yeah it's they're asking is there again this

  16. 00:15:32

    is another design related question but what are we thinking about the idea of specific suits that would not just look differently but actually give our characters benefits in how they fly the ship I think that's that's pretty much the that type of philosophy is the heart of star citizen like we don't I think we've said it countless times we don't want to make end game armor but we don't want to make when you're level fifty three you can get this arm or leg you know that's not that's not the armor that that's I don't think it's a star system philosophy what we want is there's always gonna be a best kind of armor persecution right so there's one of these push the change look at your two years your entire armor so right like because then because then if we had the on getting to exploring you'd wear

  17. 00:16:23

    that endgame armor right but we don't want to do that like so the Explorer suit for example what we we don't the character team doesn't put stats that's more of the gameplay and design but for us we were thinking what can we what type of shapes can we make so that it'll look like this can how do you say it take the hazardous environments and stuff like that in mind maybe they have the little thing on their arm to have readings of the environment not saying that's gonna be in there but just visually on the design side there are gas components on the helmets so in like the the entities themselves once we get into implementation there are all these components for you know gas air all that stuff so it is completely within the

  18. 00:17:11

    realm of possibility and probably the plan to implement those things and be like when you're on the surface if you're on first and it's like oh this publishing it's it's a it's a very it's a very cautious thing it's a it's a slippery slope we don't want we don't you see this a lot in emilie's and todd papy was talking about this the other day where you get you play an MMO today and you get to level 6 here a little 7 you're a little 80 whatever the height that level cap is and then you start seeing everybody wearing the same armor that's right you start every warlock where is the same arm or every robe where is the same armor and what and we don't want that you know the work that you guys are doing is it's pretty good I mean it's very good in a lot of yeah but it's and you don't you don't want to see that get sidelined by min max ik yes by no min

  19. 00:18:02

    like all the work and all the effort you guys do to make this living breathing universe and to make the the best game of Barbie dress-up ever in the world gets sidelined by by somebody figuring out that this particular armor gives you the absolute best you know readout blackout you know protection so that's all anybody's wearing kind of thing so it's so to answer the question it's a thing that we're constantly considering it's the thing that we're constantly mulling over it's not a thing that has a definitive answer just yet it is it is a topic that's been a topic of discussion in the community forever it has been a topic of discussion internally as well it's just it right luckily right now it's not something we need an answer for so we could still afford to have that conversation we can still afford to wait and see if we can discover an implementation of this that

  20. 00:18:51

    lets us have our cake in here too yeah you know make some minor benefits or not but maybe not enough that you know you don't put on your super cool this is my signature right right right I am I am still waiting for the day when we have like pretty much most of our stats for every piece of armor done and there's gonna be that one guy who doesn't give a crap what he looks like all the cares about his stats where and so like I feel like there's gonna be a one time maybe in beta or something when he finds all the stats for every single thing and will find the ultimate combo and well it'll just look disgusting I'm just I'm just gonna wait for the first person do that gonna be my heavy LMC torso yeah have tiny element just just disgusting and I think it's gonna be there will be the other players like

  21. 00:19:37

    me that'll be flying around in a silk shirt in a cape and they'll be ready on blacking out every three seconds because they refuse not to look like look at ya why are you confirming something do I have to are you mark skelton shirt and game yes not good for me I'm speaking only in metaphor all right it's gonna be one of those shows is there a possibility to make org based color schemes like a uniform I think this question goes closer to the to the real question have we talked about allowing players to color or desolate primary/secondary that you were planning probably a big part of that yeah so to me the question sounds like someone's

  22. 00:20:26

    asking hey my organization is these three colors will we ever make something that can allow them to color their stuff in that direction um it's tough because I mean we'll be limit that by size of organization because we can't we can't fill every request right because it's our amount time to do that I think we're gonna have enough we're doing we're doing quite a bit of material variance so I I think you'll be able to make the color scheme you want with pretty much any armors that or clothing that at least get near what you are setting up for your own organization to give the option for but this is theory here I don't think that we're gonna give the players option to choose specifically like heyou number

  23. 00:21:16

    246 H mixed with white like you know I don't think we're gonna beat that specific but in the a TV that we that Shane brought up we have 21 different color variants per asset and so there will be a lot of options for the players to kind of still customize to a certain extent but I don't think we're gonna hand you like a painting like a paintbrush and be like this is just do what you want I don't think I think there's gonna be a level of restriction on customized customization but will you still give you a plethora yeah this is a good time to remind folks that we are talking about current thinking and current implementations and current plans and again folks who have been following the

  24. 00:22:04

    projects at the beginning uuugh they'll tell you you know this is game development the only constant in game development has change even if this is what we're thinking today it doesn't necessarily mean that that we won't have a different idea about it six months from now or a year from now or whatever so so you know just keep that in mind over time of thing it's a it is it is an ongoing discussion just like the stats thing is the coloring your spacesuits the coloring your ships it's a thing that has not been 100% set in stone nailed down we can do it or can't do it it's it's it's we it's not a thing you jump into lightly because it's not a gene you can put back in the bottle all right so you have to yep we want to build out the world see what we construct a bit more you see the universe that we make before we start

  25. 00:22:51

    that making decisions about what you guys will be able to customize in that in that universe actually go ahead well I know those so like the can versus like will it's we definitely can do most of these things and we kind of have I think where we start to limit ourselves is how does it affect the player or other features because we can do all these things but then we cut into like draw calls or memory or what we're sending over the network and then we gots our hold like do I want to give a player let million colors or do I want to send like ship data or something no co-payment as the Federation president said in Star Trek 16 discovered country just because you can't do a thing doesn't mean you must do packet loss but also to add to the material varying thing our dream is euro variance isn't the way we do it is very unique to each

  26. 00:23:41

    armor set so some like the more racing style or under suits and armor will have more bold color across more of the assets whereas combat stuff might only have some slight accents you know I mean whatever makes sense for that armor for the manufacturer but a limit for the associate so it's it's a lot of games will have you know okay these two spots change and it becomes very predictable where the color change is going to happen and we're not doing that we're keeping it very much each armors that has that uniqueness to it so ya know I even me as a language because I've noticed that so nobody sees well this is it gets very easy to appreciate you say me as a language yes-man a layman oh I heard you as a character art we also

  27. 00:24:32

    manager so we've got the questions coming in from live and the first question is it's good for you guys I think what does what is the art team think about the various fans calling the black and gold executive armor easy yes I mean we don't control or the decisions the fans make you know so they can do whatever they want and can we are you shot on the right um we can you get a new name for this armors I've been trying to call it the captain power oh no no the first time I saw the executive suit I thought it looked like captain power and why am I alone in that I mean yeah probably have to be over 35 yes I am alone but I thought it looked like captain power so I thought the person I walked right into John somebody you but

  28. 00:25:20

    captain power they gave me like I don't know what you're talking about yeah cuz he put the uz in Hawaii that is amazing that is amazing when you get the phone set you get dragon energy so here's another question now yesterday TV talked a lot about legacy armors now before we get to this question let's talk a real general brain but that might not have seen the age what our legacy armors and why why have we been working on them you could speak though I'm still you've been here longer than me yeah when you interview chain it was well if we're going longer engage it's been here the longest if we're going legacy you are the most legacy here that's true well I mean I was there when those first armors

  29. 00:26:07

    together we witnessed ok fine fine fine I'll say it's Jesus ok so a man so legacy armors legacy armors are pretty much brilliant there are there are older versions of the current armor that we have in the game which camera am I looking at you right and so and we also the armors that were made about for three to four years ago did not respect any of the zones and also the character serials materials pretty much everything about those armors they start to fall apart and also did it wasn't like that

  30. 00:26:55

    wasn't the heavy like almost as heavy as well English was they're almost as heavy as a constellation in polycount at one point yeah they were not efficient so really we those those were put in not as like a proper game type asset really as in like we're getting some art we're game with with players for them to play around that's not like this is this is good yet for the game because I remember when we tried our first fps like forced armor like way way way back when and when there were a bunch of heavies in there it wouldn't function like everything everything you pull down was just too crazy and so just on like if we remove just the visual aspect of it just on gameplay optimization wise a lot of our old armors who are just a mess also they were draw call heavy yeah oh yeah

  31. 00:27:43

    textures right cuz now we have a new layer shader that allows us to merge draw calls based on the material stack and they didn't have that at all it was just drunk holes everywhere and this and those were also made before Josh Herman and also before I actually before I joined on as well and I kind of mentioned in the atv a lot of the art for concept was done from contract freelance concept artists and it was just all over the place and so we wanted to do was since we have to optimize the the old armors to the new we were like should we just like use the old sculpts and do it again and were like now if we can make these assets even look even better why not give it that pass as well and so we decided to update all the light medium heavy marine

  32. 00:28:32

    and outlaw and so yeah the performance thing this was what I really wanted to get you so thank you so much gage for Hinglish it's very analogous to the ship pipeline again I keep going back to the well the folks who have been following the project for a while you've seen a tremendous evolution of our ships yeah it's it's a we've talked about this before the second iteration of the freelancer series so one learner the one the freelancer that had all the rivets they're currently still in your hangar three answer max the freelancer miss to the freelancer der for instance the freelancer max has a resource footprint equal to the idris so a backstory on those I might said this before on our TV

  33. 00:29:19

    I'm not sure but uh that some of those models because they were really just to get in for the player quickly as literally the concept model yeah it's the concept mouse that's what it was it was it was they took the rivets from the concept model in the freelancer and instead of rebuilding it and baking it down they just you know normals so it's all those things this is game development and game development is it's not just building game it is learning how to build a game and when you're trying to build the biggest baddest most awesome game of all time you know there's there's going to be a learning curve so that's what the development of our ship pipeline is and it applies to the character pipeline as well with the armors so yes so good job I thank you so much thanks so much for the answer to looking for how far back will the legacy armor designs go are there

  34. 00:30:07

    there any you said we did the the marine heavy that which ones have we done which ones are being included right light medium heavy outlaw and Marines okay so we've done six six hours six hours as she mentioned the original the original that would be the most legacy that would be that would that we couldn't Rebecca any plans to do that I heard recently that we're gonna hide them in the middle of every planet yes it's the RSI current currently no no no right now the legacies that we have done now that's what they're we we want to put a lot of focus on finishing that's 42 assets and PU relevant assets before we go back and start remaking more the legacies were a special case for the players all right I

  35. 00:30:55

    don't think we'll ever make like a legacy armor of something unreal answer cuz things we or we might do maybe for story purposes there was an older race or an older human colonies so but that's but we would treat that as a new asset yeah like for this one the legacy armor was just like the stuff we have in the game is just so unoptimized we need to get rid of it and we need to fix it and so that's why we call it like I see it makes me think a switcher time like when you see those movies in the old like RAF you know pilot shows up who's wearing the old-school bomber yeah I did in everything is old and everybody the everybody else is wearing more modern stuff and he's like no I'm still fine with the alright like like that's the kind of thing it would be a new asset it would technically be a legacy model yes

  36. 00:31:44

    yeah legacy is a development term as opposed to a in fiction correct University incorrect okay well there's a personal relationship whether the marine armor is that we'd supposed to be yeah older like mark if the current ones are work three then these would be more fun I don't know the actual yeah sure sure I don't know I feel I'm in a better my trying to undermine the argument a very bad before thank your for it is it a pork yeah okay sorry can we go on that's good welcome to game development sound the facts yeah Oh cabal that's on the Internet

  37. 00:32:39

    alright next question from that from the thread there will peace and scarves be an element we can add to or remove from armor or will they only be linked to the Chesham semester so in master no we have zone master here I mean I originally said sewn board so marred uh yeah we do so the legacy outlaw light the chest armor carries a scarf with it but that is part of the core we could have under suits that have the scarf but it would get zone called when you put armor on so yes we can't do it but it not as its own thing it still won't work really yeah no specific scarf item but there can be assets with scars that have

  38. 00:33:29

    to fit within our system can't really we have the the trench coat that people played with so I mean that's the same thing as a cave basically just about please just call a trench coat a cave similar setup similar set of slide anyways right I mean it's not a session on Tecna no you're right we don't have any capes but yeah we can definitely we can do that I kinda have a question kid do we have just unlike if we were to would we have the option to turn off capes or scarves often the core yeah the sown hide in pretty much the so there is an issue on the animation side of that like hiding because we use in joints or you know some simulation set up on those so when we zone hide the cape we have to do a clean up and rebuild the skeletons of

  39. 00:34:19

    those joints so that's that's where the issue comes in I'm just hide then on and off all right so we'd be making pretty much two assets then with two different agents um we could do like a core that has one one that doesn't which isn't which isn't a big deal it's really just when I said you can turn off on one all right on the export hold on don't think we'll ever have direct player control or an armor for scarves and capes but for clothing that's just wear it or don't right right right for those who maybe haven't followed along with the yet with Heather broadcast what is zone culling hmm I thought you were the zoom Lord he is his own Lord I'll set it up though he said so that it's basically so I'm wearing this shirt and I'm wearing this jacket without the jacket worn you see all the shirt when you put the jacket on everything that's not visually seen will actually be zone called out so it

  40. 00:35:10

    doesn't exist anymore so that way when you're doing animations and stuff you don't have the shirt poking through it allows us to not have jackets be incredibly puffy to allow for that short geo to stick around really avoiding layers because you don't get yours of Geo over each other and of course it just never worked it imagine the body the shirt the jacket and all those plates of G on top of each other so with Cory zones we split it up and then you can just start ripping them out based on Markovian give it those own calling you'd have to be meds line up the edges so perfectly that when it is deforming everything's performing that's exactly the same and even that has not ready to run nothing to Quinn since we did do it yeah animals don't going it's an exciting feature I like something a lot you know when I'm sitting there making my creator restaurant

  41. 00:35:57

    I'm 17 or whatever and you know wetting layers you start seeing the shirt poked through the top of the jacket yeah it's a it's a thing that just really takes you out of your character and you know what are you sitting you're building the first person universe you your character is your entry point to this entire game this entire universe here so so I'm calling is a big part how does that apply this a fall question from live chat to things like weapons a when people have guns and stuff that poke through capes or scarves or or or the back of a jacket or something has there been than you talk so we so we have basically imagine each weapon gets attached to like a bone that's on the character and that bone is attached to

  42. 00:36:44

    somewhere on the skeleton of the human like let's say the upper spine so if you have a gun attached to the upper spine we have that joint with its office get holding out this far from the body so let's say when we have another layer we put on torso zero which is a shirt then if torso one or an armor we would extend that joint on that item further to allow it to move so when the system is fully polished you will see these weapons adjusting based on the clothing you put on yeah we put on a cape Rizzo where was the outermost where it's driving those attachments right yeah yeah as they imagine that that when that's fully implement is that's not fully implemented now yeah because we do have it it's just a with the immense variation we have it's not one hundred percent of this one hundred percent functional like you can play with it enough that you'll kind of notice it

  43. 00:37:31

    start to fall apart every now and then which is why we're honing it and we're still building out the whole design spec as we see more clothes need like you know different specifications in but if you ever see a cape clip a gun send it the coin no but I think I think it always ghetto because the thing is the hardest thing about our game is evey a I think that that's 0 G 0 G Sam is just the beast it's it's it's a nightmare for cemetary like an off Simon oh my goodness anything that's simulated right so because our players because I've seen some people on Twitch would do oh my goodness those IFC emissions right it is right that's good ICC ICC I see you because I have CS I have yeah ICC I see you missions

  44. 00:38:22

    yeah and our in space and they're all flying around and they be wearing the sand nomads and that thing is just like all over the weapons and say that's pretty accurate I'll zoom in gift please was it again and yeah it is it is kind of annoying but I think and I hope the the backers kind will understand there will always be some sort of clipping right it's we can't simulate real life yet yet we can't have things collide on every single part correctly so there you'd have to forgive us but there will be some things that little

  45. 00:39:09

    clip it's always it's always a matter of give-and-take too because if there are things that you can do when you're the only player in the universe you know you're playing a single-player game it's everything is there local on your machine yes but we are talking about a massively multiplayer environment where now that simulation has to be sent to everyone else they can stop either so actually simulation happens locally per machine yes yeah so it's not that the simulation would be soon just before we get the the Komets on it's the simulation wouldn't be sent to other machines it's that basically it tells other people's machines it's like oh they're wearing this and then it was sam locally on their machine thank you I don't mean to so the same simulation would have to happen it could be flapping right on one person it'll because it's it's simulating yeah Johnny theater movement

  46. 00:39:56

    of the character cause it was over there that's calculated local yeah yeah so that would address the thing that I was the position that work the actual simulation but it's also relevant having first person or up yeah single player versus multiplayer because now in a single-player game like let's say you're playing like Arkham or something that Cape is designed specifically for that environment on that character just like you can put in all these like years of polish on an asset versus we now have all these characters running around and it can alter like you know draw calls per scene it's not like you completely hone in on it's like a watchdogs is a really good example of like the main character I was really good costs him on him and if you but if you notice like okay his jacket goes so far down his legs yeah most other NPC character

  47. 00:40:46

    assets have a similar length because reusing everything devel for the main character everywhere they also been applied a little ramp because you know if you're gonna spend that much time to make it that good you had you I use it everywhere you can for us every set asset is the hero s that right so yeah it's it's a thing to get a balance and the brings up something interesting with the zero-g too because another reason that's such an issue is in most games you would you have your set of animations and you can test your sim for all those animations and make sure like okay it may not be perfect but it works within this animation set I'm doing all these actions and it doesn't clip but then you go to zero g and it's like i'm diagonal with one arm this way going 10 miles an hour that way is just upside down at underwater is basically and I've seen a lot of games where they will bake in certain animations for like the cloth

  48. 00:41:34

    and stuff like that so even though it looks like oh this got a sim on it's not really that animation it's do the same loop of that that motion which is cheaper to search works so but it doesn't it's always the same and since that character or that acid will only be in a fixed amount of certain levels and fighting will do a set level of actions they can do that and normally that number is a it's a lot smaller than our game house so they can afford to do that but for us we're just like you get that and then the universe it's trade-off yeah not that something like that no so next question here how much freedom

  49. 00:42:26

    you have in the concept phase gauge when I'm designing my concepts I mean he actually does have quite a bit of he does yeah he has yeah there is say that he has because the armor needs to function yes like an armor because if you have a solid piece of metal here then yeah okay so it Jeremiah yeah they'll send stuff over like midway through the phase so that when they're fully done I don't look at it would be like what go redo this oh yeah actually um I don't we can talk about it but there was a leg recently that we did like beam on concept artists are talking about a question that was directed me

  50. 00:43:15

    but nobody talked about it it's about this but there was leg Jeremiah knows he knows the leg this leg I know what's leg you're talking about I just see that communication happen so yes and no is the answer to that question there's how much freedom do you have oh wait so I actually I would say technically what quarry engage Shawn Tracy and Josh tell me is to do whatever you want and just make it look good and we'll figure it out aesthetic first I said it first and so but I think as a responsible concept artist I should the something that I personally do is I try to take in

  51. 00:44:04

    consideration of for instance the basic knowledge of zones and also just basic movement in animation I try to think of it but there has been times when I just was like you know what I just want to put this thing here in case you'll be like that's not gonna work well hope you like well I'll make it and sometimes yeah if the if the look is important if we can we can always push yeah yeah we can yep you know there's rules I can be yeah Ben's yeah and there's other rules there we just have to say that's not gonna right but then thing is freedom as in creativity like creatively yes but if I was tasked to make I don't know a xi'an armor I'm not gonna make a human-like burger flipper like you know I mean like costume like I would still have to communicate with design and with writers

  52. 00:44:51

    to get the correct lore and the best style sheets in yeah confirmed 2018 mmm Wow all right 44 so we're doing that it's on the road man yeah backpacks are you talking about backpack speed corporator didn't do so let me talk from a cause the visual of them I'm not gonna talk about it from like the designer side yeah we could meet up backpacks backpacks would suit me the backpack on a shirt it's technically a jacket in terms of the zones if it's a backpack on a jacket it's just part of the jacket like unless we do the super-secret torso to which allows us to

  53. 00:45:40

    be someone yeah which we try to yeah that's like the bending but we turn up with a special tasting stuff just kidding it gets muddy so try to point it actually so I think with like how you made the or wanted to incorporate the pants accessories own and the shirt accessories bones kept like a backpack zone which is the thing that basically like we can give them free rein and then when something goes over it find it turns off yes it was shirt and it comes with a backpack when you put a jacket on Bennet you know through zone calling it's cotton so I mean there's a lot of room to play with things we just have to really think about the the technical requirements to then do that thing because it's not it's not it's rarely ever just straightforward again it's well we had a B and C and then where can we start there

  54. 00:46:27

    it's not easy to it's not you got I think a lot of people think oh it's just a backpack just put it on it's not that easy once we have a fixed pipeline or actual working rule set for clothing and customization we have to stick to that design philosophy well we can't just be like I'm just gonna put a unicorn horn straight through his chest because screw it why not like a little the field on that one or like I think you put on cuz in real life you could and real life I can put on five jackets yeah right into their life I can but game wise that's just unless we specifically from the very beginning design with knowledge that someone's gonna put on five jackets then I guess

  55. 00:47:15

    we could come up with something but that wasn't the intent when we first designed the whole zones yeah yeah as an example for clothing we had a checklist just the technical checklist to go through and it's around 40 points it's getting big for like an entire character to to check and brikene us it's repeat yeah bu clothing on that not armor and the reason for that is we're trying to maintain as high quality as possible but we have some pretty extensive modularity which the more modularity it takes away quality so we're trying to fix that by doing some really really in-depth technical stuff so it's it's a lot to learn and it's really unwieldy to use

  56. 00:48:04

    but the result is you don't end up with all right all my clothes are giant puffy things that they don't look good but sure you can swap around you know and you'll see a lot of games do that you'll see like whenever you see games at while you switch things they're they're big you like wearing are like Arctic everything every day yeah like this drum are yeah it's the fit yeah live-chat G effects effects on armor and I think I like particle effects or light up like Tron I mean we have there's only like the attachments and stuff that gauges team sets up for grenades and all that I don't know why you couldn't also it wouldn't definitely like we do for the so we kind of already do for the jetpack mike

  57. 00:48:53

    phirman tickle standpoint yes we can do it I don't think we're going to do it anytime soon but are they talking about like they've never liked it Ron Oh like like Moo actual moving led a that's obscure character but if you want alone oh I I applied the rotten meat effect to me and others flies all around me that would that be a visual effects thing and I don't see why we couldn't apply that that's a thing uh Halo did that that lightning you can apply you apply flies around your character yeah yeah I mean Gage and I did a test oh the moving tattoos yeah so we tried a lot of different things of actually lights going through the character it also did some old drawings way back in

  58. 00:49:43

    the day of actual moving LEDs on the top of a jacket and some some of the clothing you guys have made and the armors do over to do that it really what does is just oscillates the UV space so if you have like you know some kind of varying texture and just have the UV move you know Tron can be done yes it can be done yeah yeah the slaver armor I think on the caller yes right so just imagine that I put on a cross and just don't sure yes what does that led safe yeah a pleasure they pay a lot of attention to what they don't want us secrets I think it's still like super readable so yeah I kind of know what it says I just don't think I love what a so it's my favorite yeah give a message for sir you just coming up this something like something about in self enslavement of mankind yep yeah a certain artist I don't remember this

  59. 00:50:32

    is just because you can do things we must be just over and over it in maximum resolution I think was okay so we are we are just about to wrap up I'm looking for some last-minute here's any plans for creating human armor or clothing concepts that incorporate alien technologies into them Oh like Miss ships incorporate a lot of Chillon influence any plans we're gonna see plants but I know that you're not we're not authorized to share any plans that they exist I don't know I mean I would say if any team here is doing something then so we worship that's mixing alien technology there's no reason the care team could do the same thing I mean just wanted for your thoughts is excited

  60. 00:51:19

    about the idea of course yeah I mean I want to make an armor made out of Xian skin like you /eo and then just yeah just put it on I keep bringing up the photos the sandworm from where past demos like making a full armor stuff made out [ __ ] lynn armor get an offense yes yeah exactly that yeah it could be perfect I'm a big dune fan so I'm like oh still sue or Titan okay we're not the place where you got a pretty chitinous a dress is it Idris is it Cheon is it Zion we're not the place she'd known her friends I think he is a Ledge on rubber so he the disco language it's she on by the way it's also ages or Shah so no it's you Shan Shan Shan Tracy and Tracy more questions oh no that's it actually we're

  61. 00:52:12

    done what we are done we did it any any final words or thoughts before we let anybody go anything you want the community to know about that you work any last words I would definitely say if you if there's things you want just be really vocal about it because that yeah we do listen for sure yeah yeah yeah yeah just just communicate that stuff so that we can then take that and push for things I'm gonna give quarries that fans want that's what smiley face yes yes to piggyback on what he said it cannot be stated enough a big part of what the community does the community team here does is that they correlate this stuff they collate things like sentiment the things that the media is saying the things that they when they pass that information on to the developers developers do a great job of going into spectrum often times and seen that stuff themselves so i'ma show

  62. 00:53:00

    ya between those two things spectrum is your place to do to suggest things like that and even if you do even if you're not seeing responses and whatnot it's because we can either read 10 threads or we could spend time crafting a response to one thread and it's far more important that we get your feedback than it is that we then we spend the time your spine everything so that way what your future parting words what is your last day final thoughts what we just got we're just going away we're just drawing page we're going with it oh thanks for having me on man thank you for the the audience of Lantos yes you know but this little movie came out yesterday opt is good I like it thanks boilers that's why I like you know perfect all right so that wraps up this

  63. 00:53:56

    week's four verse verse we're gonna we're gonna take a short break I'm gonna set this up here for a second I in the break between the hosting the interview you saw a Friday flash back to our Ballad of BIGBANG song written and performed by our own rusty organza you're about to see another Friday flashback that this is a bit of a unseen footage but it out takes from previous brought slash static of unseen things yeah flashback well it happened a long time ago slash back from the future just a long long time ago in a galaxy far away now who was under in play the video will see in about a minute all right so let's put two minutes on the clock and begin

  64. 00:54:45

    what is your name and what do you do oh that's an interesting question my name's will which is short for William which actually I was named after my grandfather Wilhelm who transferred transferred emigrated from Germany to Bogota Colombia and so I was actually named after him because he sadly passed away and it was a bit of a tradition in my family to name a new child after someone who had died recently so we'll which is my name and then my last name is why spawn will WAIS Bom White's Bom means white tree in German my name it got changed over in Ellis Island when my grant my dad's dad came over as his mother was travelling without her husband they wouldn't let be forced her to go back to her maiden name so William Weiss bomb and I am a senior

  65. 00:55:36

    writer here at CI G I'm done well that about wraps up this week's show my special thanks to Corey and Jeremiah engaged for taking their time to appear on the show this week some housekeeping before I let you go as we said at the top of the broadcast we've got just a few minutes left for the first wave of citizen on tickets before they close up this will be your last chance to get tickets for a while if you haven't gotten them already there's also a tutorial video contest going on right now for some free ships you can find all the details about that off on spectrum and then of course I this Monday is another all-new episode of calling all Deb's I even though it's a holiday here in the u.s. we're still doing our shows you know they don't stop for nothing next week's show covers an array of

  66. 00:56:24

    topics s gate my brain at the moment I should prepare for this better I usually do this over there but todd papy is back and he's always got some good info so you'll want to check that out and then lastly but not leastly we've got a fun little promotion going on this weekend for enterprise day what's enterprise day I wouldn't nope you have to go to robber spaces news.com website to find out what that is but you're going to need to be quick about it because it's only for this weekend only and to help you do that we've got two brand-new miss Razer variants that folks have been asking about since the release of that alpha 3.1 ship trailer back in March and the best part about these they're complete and flyable in game right now so you're gonna be able to have a lot of fun with those this weekend for reverse the first live I'm content management jared huckaby there's a good chance we'll see

  67. 00:57:13

    you next week everybody maybe there's some day later no he's just a small fry he left his home and kissed his mother goodbye saying stage I shut the zero off right thanks for watching for the latest and greatest in star citizen squadron 42 you can subscribe to our Channel or you can check out some of the other shows and you can also head to our website at www.uvu.edu/library

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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