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Reverse the Verse ·
Published on this date.2015-10-28
· 36 Q&As

Reverse the Verse: October Subscriber Edition

Artists discuss the Crucible repair ship, the P-72, Sabre and Starfarer builds, and which studios handle which manufacturers. They also cover character fashion and EVA suits, their Maya/KeyShot/Photoshop workflow, Constellation work for Alpha 2.0, and ship poly-count guidelines.

Transmission log

Full answers

Can we talk a little bit about the Crucible?

TL;DRThe Crucible, a modular repair ship for fighters and larger vessels, is in development with a complex design and repair mechanics to come, with no ETA but almost certainly next.

Elwin Bachiller Jr.Lead Vehicle Artist

It's in the works. The Crucible is a really complicated ship.

Ben LesnickDirector of Community Engagement and Online Strategy

Absolutely. The Crucible is the penultimate ship in our most recent wave of fan-voted designs. It is a repair ship. It's designed at its base to be able to repair military fighters in the field. So it's sized so that a Hornet or a Gladiator or anything of that size will fit in its rear bay, which is kind of inspired by the shuttle. You see the NASA orbiter, the back part, I'm sure there's a more technical term, but with the clamshell doors, and it can bring in a satellite. It has the same Canadarm-style grabbers and can bring a fighter in. For a larger ship, it kind of saddles up to it and repairs it in open space. It's a very complex ship. There's a lot of movement with it and a lot of game mechanics in it that we have to have right. Todd Papy's been in charge of the design process for repair in general. You guys probably saw some repair in the CitizenCon demo. It's not like that. That's kind of our shortcut repair for having a system in right now; the actual system's gonna be a bunch more complex and you'll learn all about it when the Crucible hits. No ETA, but it's almost certainly the next one. We're very happy with the design now. What else can I say about it? It's modular. The back bay section can be removed and replaced with something else. And it was an initial concept by Ryan Church, who was just fantastic. He's been with the project ever since the very start. He did the Constellation and many of our most favorite ships. And it's another cool ship from him.

Reverse the Verse·
Published on this date.28 Oct 2015
ShipsRefueling & repair

Can you talk about some of the art challenges [of the Crucible]?

TL;DRArt hasn't started on the Crucible; challenges include matching the manufacturer's interior style and clearly showing which ships fit in the repair bay, with mechanics being settled first.

Elwin Bachiller Jr.Lead Vehicle Artist

No, I haven't [started on it]. I mean, I've seen the concept model as it's been getting worked on and seeing the changes based on the game design needs. So I think that Gurmukh probably already touched on this a little bit, where one of the challenges is trying to get it to fit the manufacturer that we're working with, making sure that the interior looks like Anvil. And one of the other challenges, which I think is going to be a pretty big one, is making sure that we have a clear-cut sort of delineation between ships that can fit inside of it and ships that can't, since there's a limited space in the repair bay. So that's basically it for right now. We're really just focusing on making sure that the mechanics are all set in stone before we start actually building out the art. So we have some of our game designers in-house starting to look at where things are actually going to be placed inside, what the flow is going to be like going from one location to another, things like that. And then hopefully we'll be able to grab that and then build the art on top of it.

Reverse the Verse·
Published on this date.28 Oct 2015
ShipsArt & graphics

Has the concept for the P-72 been finalized? Will we be seeing it anytime soon?

Gurmukh BhasinConcept Artist

It has been finalized, and the art is 95% done. And if you want to see it soon, you have to be nice to Ben. He's the one in charge of that. You'll be seeing it in the not-too-distant future. The beauty pieces are fantastic. Well, the first one; I haven't seen the second one yet.

Jared HuckabyHost, Community Manager

The second one's almost done. In the works. It's looking cool.

Reverse the Verse·
Published on this date.28 Oct 2015
ShipsArt & graphics

Who did the Sabre concept?

Elwin Bachiller Jr.Lead Vehicle Artist

That was Gavin Rothery.

Gurmukh BhasinConcept Artist

It was a mix. It was a tag team. Gavin and Daniel Joshua helped with some of the detailing, but mostly Gavin.

Elwin Bachiller Jr.Lead Vehicle Artist

It was really cool. He also did, if you guys remember the first pass on the component system, all those component concepts, that was also Gavin. Gavin also did the Starfarer.

Ben LesnickDirector of Community Engagement and Online Strategy

I believe the Sabre is moving into grey boxing right now?

Elwin Bachiller Jr.Lead Vehicle Artist

Maybe? I actually don't think it is yet.

Jared HuckabyHost, Community Manager

I think it's in white box, isn't it?

Reverse the Verse·
Published on this date.28 Oct 2015
ShipsArt & graphics

Have you done any work on the Vanduul?

Jeremiah LeeCharacter Concept Artist

Me, personally, no.

Jared HuckabyHost, Community Manager

Have you seen any work?

Jeremiah LeeCharacter Concept Artist

Yes, I have.

Jared HuckabyHost, Community Manager

Is it cool?

Jeremiah LeeCharacter Concept Artist

Yes.

Reverse the Verse·
Published on this date.28 Oct 2015
Art & graphics

Pens versus mice: can you tell folks what type of hardware you use for your work?

Jeremiah LeeCharacter Concept Artist

Wacom. 100%. It's a Wacom tablet. We use those tablets. Omar likes to use the Cintiq. I like to use the Intuos Pro.

Jared HuckabyHost, Community Manager

Tell me a little bit about your workflow then. Where do you start?

Gurmukh BhasinConcept Artist

Sometimes I paint with a mouse. Jeremiah makes fun of me for painting with a mouse.

Reverse the Verse·
Published on this date.28 Oct 2015
Art & graphics

What about from the software front? Where do you start? What tools do you use?

TL;DRGurmukh models in Maya, renders in KeyShot and finishes in Photoshop, preferring KeyShot over V-Ray because it is fast, intuitive and has built-in materials.

Gurmukh BhasinConcept Artist

For me, I do most of my design and modeling in Maya, and then I render in KeyShot, and then I finish it up in Photoshop.

Jared HuckabyHost, Community Manager

You've become a big proponent of KeyShot lately.

Gurmukh BhasinConcept Artist

Yeah, KeyShot. A couple of us have been taking part in the beta testing for KeyShot 6 and it's really cool. The thing that sold me on it is just it's really easy to use and you don't get headaches from thinking about render settings and hoping your renders turn out nice. It's almost like a real-time render, so you pretty much see what you're gonna get on your screen pretty quick, and really high quality. Super fast. We were using V-Ray previously, and even with V-Ray RT, which is great, it's amazing, but the materials are pretty much already built in there [in KeyShot], it's so intuitive, you can get something out in a day. KeyShot, yeah, it's real easy, and for me, the best part is it keeps me in my artist mode, like design mode. I don't have to worry. Drag and drop materials; I don't have to worry about trying to set up materials and figuring out the settings to make it the right kind of metal or the right kind of glass or whatever. So that's just why I enjoy using it, because it's really easy.

Reverse the Verse·
Published on this date.28 Oct 2015
Art & graphics

Does KeyShot give you your final output or do you still take it into Photoshop?

Gurmukh BhasinConcept Artist

Well, no matter what render you do, if you're doing animation or if you're doing still images, still images definitely take into Photoshop and take them to the next level. Images straight from render are usually a little flat and lifeless, but if you do a couple tweaks in Photoshop, you can bring them to life. And then for animations, you just use After Effects pretty similar to the way you would use Photoshop and bring your animations to life. But I think that's one thing that a lot of people don't realize when they're first starting: you have to add an extra layer of information to your renders in Photoshop. A lot of people think that your render is your final output, and no, you definitely want to add that last 10%. It really does a lot for the image.

Reverse the Verse·
Published on this date.28 Oct 2015
Art & graphics

Are you familiar with the PhysX clothing from GameWorks?

TL;DROmar isn't familiar with that system and avoids promises, saying cloth physics and blended maps are being tested against the memory limits of an MMO.

Omar AweidahCharacter Artist

No, I'm not super familiar with that.

Elwin Bachiller Jr.Lead Vehicle Artist

What's the system that we are using for our cloth and physics? That's basically what they're talking about.

Omar AweidahCharacter Artist

Well, I don't think we're necessarily supposed to talk about it right now, only because we have to see. If we start talking about it, making promises, we have to see how much we can use the amount of memory, because it still is an MMO. So there's a lot of things we're testing out, but at the same time, we have to consider memory limits. So you can do a whole bunch of stuff, but we need to see what we can do using the amount of memory we have in our game. So we're doing a couple of tests to see what we can do with physics and cloth sims and blended normal maps and all that stuff. So we're looking into it. We just got to see, because essentially if you want clothing to fold as it's moving, there's three more maps that need to be loaded. That's only if you're using three blending maps, and you can use four, you can use five. When that is taken into place, that means there's less customization, but a higher quality bar. Because we want to give a lot of customization, we need to determine what really is our importance.

Reverse the Verse·
Published on this date.28 Oct 2015

Are there plans to have distinct in-fiction designer labels? Like, we'll be able to walk down the street in ArcCorp and spot somebody wearing a jacket by Omar?

TL;DRYes, in-fiction corporations will have distinct design styles and logos or tags, so players should be able to recognize clothing from companies like Shubin or Microtech.

Omar AweidahCharacter Artist

There will be. There are designers. He's been working on a few things for certain types. I think Jeremiah can talk more about it. You also know about Megan's concepts, like Terra fashion casual and that kind of stuff. You'll be able to understand the designer and that stuff.

Jeremiah LeeCharacter Concept Artist

Well, we have companies in our game, right?

Elwin Bachiller Jr.Lead Vehicle Artist

The answer is yes, we do.

Jeremiah LeeCharacter Concept Artist

Different corporations, or like different companies. It'll be like the Gucci of Star Citizen, and you'll be able to tell by a logo or a tag.

Jared HuckabyHost, Community Manager

Yeah, we've got Terra Casual, there's high fashion. We did a couple of sneak peeks about a month or two ago where we showed a bunch of different outfits in the Terra [style]. And people love those.

Jeremiah LeeCharacter Concept Artist

For example, I've been working on the Shubin for about a good month and a half. And we've come up with a style that fits just the Shubin Corporation. So now that process is applied to all corporations. So a Shubin shirt will not look identical to a Terra Casual. There'll be different design cues for each shirt. So if you see someone on the street wearing a certain look, you'll most likely be able to identify, oh, he's wearing a Microtech t-shirt or a Shubin or whatever.

Reverse the Verse·
Published on this date.28 Oct 2015
Character & clothingLore

Any update on the ship skin system or the ability to custom paint our ships?

Elwin Bachiller Jr.Lead Vehicle Artist

Not currently. There's no update to put out to talk about. But we have been looking at ways to make that easier. So it's still a plan to allow players to go in there and potentially change the color of their ship and things like that. We just haven't quite figured out what the best solution for that is, because it does change how we have to set up our ships. So right now we're focusing on getting the content out and we'll figure out how to get the customization working on the ships afterwards.

Reverse the Verse·
Published on this date.28 Oct 2015
ShipsArt & graphics

Is anybody here working on the Nox?

Jared HuckabyHost, Community Manager

I think that's Austin.

Elwin Bachiller Jr.Lead Vehicle Artist

Yeah, that's Austin. But what I've seen of it looks freaking awesome.

Jared HuckabyHost, Community Manager

We're hoping to get some Nox updates when we go to Austin in two weeks. No promises. We'll try.

Ben LesnickDirector of Community Engagement and Online Strategy

UK as well.

Reverse the Verse·
Published on this date.28 Oct 2015

Has anyone here worked on the Khartu-al, the Xi'an scout? What can you tell us about that?

TL;DRThe Khartu-al will be built in Austin, with the UK doing new concept passes to establish a Xi'an culture kit, so it will look different from the earlier concept.

Elwin Bachiller Jr.Lead Vehicle Artist

I can tell you that it is going to be built out in Austin, which is a little sad for me because I really wanted to build that ship, but it's cool, I got the Reliant.

Ben LesnickDirector of Community Engagement and Online Strategy

But they're doing some concept stuff in the UK right now.

Elwin Bachiller Jr.Lead Vehicle Artist

Yeah, so they're doing some new concept passes on the Khartu-al exterior and interior, sort of to build out the culture kit for the Xi'an, and that's going to be used as the base for all of the Xi'an ships. The Xi'an culture and all that good stuff. And that's going to influence the Khartu-al. So it's not going to look exactly the same as the concept that you guys have seen, but it looks freaking awesome. It looks better.

Jared HuckabyHost, Community Manager

On ATV last week, you saw some material tests for the Xi'an scout. It was just one of many tests that they're doing. So yeah, they're working on it.

Reverse the Verse·
Published on this date.28 Oct 2015
ShipsLore

What about the characters with exposed necks [in space]?

TL;DRLegacy characters had exposed necks because EVA capability wasn't yet decided, but a collar system now locks with the helmet, so characters who go into space will not have exposed necks.

Omar AweidahCharacter Artist

Essentially what happened is, with these legacy characters, we weren't 100% aware of what was going to be EVA capable and what was not going to be EVA capable. That is something that has been developed and thought about and then reconcepted. So with the characters who have exposed necks, we assumed that they were going to be just in combat. So now we have a collar system that works. If your suit is EVA capable and you put on a helmet, it will lock and it will not expose your neck. So the reason for the exposed necks was because we wanted to demonstrate something and we didn't have a character ready to go to demonstrate that kind of technology. Because when we were doing the light marine and that kind of stuff, there wasn't 'this one should be EVA, this one should not be EVA'. So, yes, all characters who will be in space will not have exposed necks.

Jeremiah LeeCharacter Concept Artist

Even in concept phase, they ask us those questions. There has to be a purpose for the suit; I can't just make an astronaut suit and not have seals on it, right? So we have to do callouts on our concepts to say, this is where the seals are, this is where the helmet attaches to the suit, this is where the boot seals, this is where the glove seals. So we do take it into consideration. So that was just an early-phase thing.

Ben LesnickDirector of Community Engagement and Online Strategy

So we've come an awful long way from the original Wing Commander, where you could bail out of your ship wearing a leather jacket.

Reverse the Verse·
Published on this date.28 Oct 2015
Character & clothing

Has work on the Prowler started? How about any work on the Tevarin race?

Elwin Bachiller Jr.Lead Vehicle Artist

The Tevarin race, the culture kit for that is not built yet, but it's going to get looked at pretty soon.

Ben LesnickDirector of Community Engagement and Online Strategy

And we are going to be kicking off the Prowler once the Reliant variants are done.

Reverse the Verse·
Published on this date.28 Oct 2015
ShipsLore

Do we intend for it to be possible to load custom logos onto our ships? Decals?

Dan KamentskyAssociate 3D Artist

We've had conversations about it, but I don't know what the next thing is.

Elwin Bachiller Jr.Lead Vehicle Artist

Yeah, that's more of a question for the game designers, actually.

Ben LesnickDirector of Community Engagement and Online Strategy

The hope is yes. If there's some issue with that, we will tell you when it happens. But the long-term goal was, yeah, you should be able to do nose art and that sort of thing.

Reverse the Verse·
Published on this date.28 Oct 2015
ShipsArt & graphics

Now that we've moved forward with dividing ship manufacturers between the studios, can we get an update on which studios are working on which ship manufacturers?

TL;DRAnvil, Drake, RSI and Origin go to the US team, the UK takes Aegis, MISC and the Vanduul ships, and some makers, like the Mustang company, remain unassigned.

Elwin Bachiller Jr.Lead Vehicle Artist

Off the top of my head, the UK is going to be working on Aegis, MISC... I forget the other two.

Ben LesnickDirector of Community Engagement and Online Strategy

Well, we can go through. Where's Anvil?

Dan KamentskyAssociate 3D Artist

Anvil is going to be here.

Elwin Bachiller Jr.Lead Vehicle Artist

Yeah, so Anvil is going to be US. We'll have Drake also.

Dan KamentskyAssociate 3D Artist

We're doing RSI too, right?

Elwin Bachiller Jr.Lead Vehicle Artist

We are also doing RSI, and we're also doing Origin.

Dan KamentskyAssociate 3D Artist

I think our side is probably going to be mostly Josh Pughness and Chris Smith, because they know that stuff.

Elwin Bachiller Jr.Lead Vehicle Artist

Well, yeah, but that's like the US team, right? LA and Austin are part of the US team. So we have those four, and there's a few other ones in there that haven't really been split up. Like, what's the Consolidated Outland, the Mustang company? That one hasn't been assigned to any country because we only have that one ship right now. So when something else comes along, we'll pop that in somewhere. And I think, oh, actually, UK is also going to be handling the Vanduul ships, all of them.

Reverse the Verse·
Published on this date.28 Oct 2015
Development processShips

Any updates on the Starfarer?

Elwin Bachiller Jr.Lead Vehicle Artist

Yeah, it's getting built out right now. I believe part of it is in grey box. And we have certain sections of it which are looking really awesome. So that's coming along pretty nicely.

Jared HuckabyHost, Community Manager

Zane's doing some look dev on the UI for it right now.

Dan KamentskyAssociate 3D Artist

That's fantastic. Zane's UI always looks really cool. It's one of those cool things: when you're building a ship and it's starting to come together, and then you see Zane pop in the UI, because you're modeling the screen your entire time but it's blank, and then all of a sudden it has all this cool UI on it. It's one of those moments where it's like, it's all coming together.

Reverse the Verse·
Published on this date.28 Oct 2015
ShipsUI & HUD

Since we have some character artists here, how closely will fashion trend with technology in the 'verse?

TL;DRFashion should hopefully track technology a lot, with expensive places like Terra getting more tech and military gear mixing high tech with a grungy look, depending on planet and system.

Omar AweidahCharacter Artist

Hopefully a lot. A benefit of working on characters is that some of the concepts you can actually develop while you're modeling them, because we kind of have more of a liquid pipeline; things can change. So when people have ideas, you can kind of implement it further along in the process. So really, if Jeremiah has a really good idea about how he wants to do technology and that kind of stuff, we'll do our best to kind of implement that. So right now, I think a lot of the fashion is not high tech, but at the same time, you're in ArcCorp, right? So when you go to a place like Terra, where it's more expensive, we're going to start implementing that a lot more in just the regular fashion. When it comes to military outfits and pilot suits and that kind of stuff with the UEE, obviously the style that we go for is extremely high tech, but also a little bit of a low-tech, grungy, alien kind of feel, which is essentially the style of our game. So we're going to definitely blend the two a little bit more, but it really depends on what kind of planet you're coming from, what kind of system you're in. All that stuff has been pretty addressed.

Reverse the Verse·
Published on this date.28 Oct 2015
Character & clothingLore

Do we look like Tron [with the high-tech fashion]?

Omar AweidahCharacter Artist

No, because every time we do something Tron-like, everyone's like, 'That's Tron!' There will be some Tron-y kind of things. I mean, like the Sataball helmet. That was long ago. Actually, Rob worked on Tron, and he gave me references that he used for Tron. And so I was like, 'So I can use these shapes?' And he's like, 'As a person who worked on Tron, yes, you may.' So I was like, all right, let's go.

Jared HuckabyHost, Community Manager

And for the uninitiated, that's Rob who?

Jeremiah LeeCharacter Concept Artist

Rob McKinnon. He is our character production designer. So he's my boss. Also Forrest, he's my boss. So is CR.

Reverse the Verse·
Published on this date.28 Oct 2015
Character & clothing

How long does it take each of you to work on a single specific thing, like designing a character concept or building a character?

TL;DRTime varies widely with complexity and uniqueness, from a day or two for a simple character to weeks for complex ones, and about a month for a single-seater ship concept, with larger ships, new manufacturers and interiors taking longer.

Jeremiah LeeCharacter Concept Artist

For concepts, it really depends on what type of person this character is, right? So if this is just a regular miner, you just have a onesie, that can take a day, right? But if we're going on to a heavy marine, where it has all these different functions, attachment points, and also EVA capabilities, those things take a little bit more time. And just really the uniqueness of the character kind of defines how long a character would take. And plus, I do not just one character, but three variations of that character. So a little bit more time, because I can't just show the producers and the artists and also Chris just one concept and be like, 'That's what you got.' You can't do that. So I have to show different variations, and whichever meets the standards and also the creativity bar, they'll select one out of three. So it really depends. I've had characters approved in two days, and I've also had characters approved in two weeks.

Dan KamentskyAssociate 3D Artist

I think that's the nature of the beast with being an artist. It's one of these amorphous things where you can build a checklist of everything you need to do, but you don't necessarily know, going into it, how long each thing is going to take. And sometimes I'll be working on a piece of geometry and I'll think, oh my god, this is going to take me three days, and it'll take me a day. And then other times I'll think, this is going to take an hour, and it takes six. And our producers hate us for that. But I think that's the nature of being an artist: sometimes things take a long time, because you're going through this stuff and figuring out how it looks, where it's going to go, how it's going to factor into the ship.

Gurmukh BhasinConcept Artist

Ships, they take a really long time. It just depends. Usually the size of the ship definitely changes the amount of time it'll take for concept. But a single-seater, I would say roughly about a month. And then you just build from there; the bigger the ship, the longer it's going to take. And one of the things is the company that is creating that ship. For example, Aegis is one of our more defined companies within the ship companies that we have already. The Retaliator kind of sets the tone for what future Aegis ships are going to look like. So when you have something like that providing information, it will speed up the concept a lot, but if it's a company where there's a lot less pre-made ships to define it, then it's going to take even longer, just because you're still trying to figure out the look and the feel and all that for that company. So it's a hard question to answer. As well, interiors take a long time. For the Vanguard, for example, interiors for three variants was about two months, with all the art and all the modeling and all the design, which I think is pretty good. And then the exterior for that one was also about two months, just to figure out the basic shapes and stuff like that. But if another ship similar to the Vanguard by Aegis was to be done, now I have a lot of assets I could reuse. So the more we do it, the quicker it's going to get. So yeah, I hope that helps.

Reverse the Verse·
Published on this date.28 Oct 2015

Do you guys art outside of Star Citizen?

TL;DRThey all want to make art outside work, but long hours and commutes leave little energy, so some have unfinished home projects, though a couple teach classes or do demos.

Elwin Bachiller Jr.Lead Vehicle Artist

I think we all want to, and some of us have more time to do it than others. That's the honest answer.

Omar AweidahCharacter Artist

Yeah, same here. When you're here till 7:30 or 8 o'clock and then it's an hour home, because it's LA traffic, and you're home by 9 and then your girlfriend's like... and you've got to deal with that.

Gurmukh BhasinConcept Artist

It's also like, I start new projects all the time at home and I never finish them, so I have a hard drive filled with 50% projects. It definitely takes brain power, and usually when I go home I literally want to turn my brain off, so I watch trashy TV and lay on the couch.

Jeremiah LeeCharacter Concept Artist

Is art considered... because Gurmukh's going to be teaching a class soon.

Gurmukh BhasinConcept Artist

Yeah, that's called facilitating art. It's also called work. Jeremiah teaches a class, creature design.

Jeremiah LeeCharacter Concept Artist

But I do do demos in that class, and I do draw.

Reverse the Verse·
Published on this date.28 Oct 2015
Art & graphics

Somebody asked about cybernetic replacements, going back to the death of a spaceman mechanic where you might lose an arm or a leg. Have we done any work on cybernetics yet?

Jeremiah LeeCharacter Concept Artist

No. I've worked on some medical appliances, but not that far yet. So still in the works, if that is part of the lore.

Reverse the Verse·
Published on this date.28 Oct 2015
Medical & death

What's the weirdest thing you guys have worked on?

TL;DROne artist says designing space toilets, which every ship they've worked on has, is the weirdest, while another cites an unnamed upcoming film's creature design they can't discuss.

Gurmukh BhasinConcept Artist

I would say designing space bathrooms is kind of weird. Every ship I've worked on has a space toilet.

Jared HuckabyHost, Community Manager

Tell us about the process of designing a space toilet.

Gurmukh BhasinConcept Artist

Well, you've got to think about how comfortable it's going to be. You don't want to be crammed, because you're going to be doing your business.

Jared HuckabyHost, Community Manager

Now, when you design space toilet paper, do you go over the roll or do you go under the roll?

Jared HuckabyHost, Community Manager

I don't design space toilet paper, because on the toilets I design, you press a button and it cleans everything for you.

Jeremiah LeeCharacter Concept Artist

Does it have to stay in Star Citizen, though?

Jared HuckabyHost, Community Manager

No. He didn't specify.

Jeremiah LeeCharacter Concept Artist

Well, the weirdest thing I've ever worked on is for a film that's coming soon. I can't talk about it. But the director told me that he wanted a creature whose face has to look like female genitalia. And so, yeah, I've worked on that.

Reverse the Verse·
Published on this date.28 Oct 2015
Ship components

One of the first ships you worked on for Star Citizen was the Carrack. Has there been any movement on that since we wrapped that up?

Gurmukh BhasinConcept Artist

Yeah, I'm pushing to do more on it. There's still a lot of work to be done, so we're just trying to figure out a schedule for when we can work that in. Gonna be going and working on some of the interior stuff. I've been telling Ben all the fun things I want to do with it, so hopefully that will get signed off and then it'll be good. I'm excited.

Reverse the Verse·
Published on this date.28 Oct 2015
ShipsDevelopment process

I know you're working on a duster for characters to wear. Are there plans for something like a cowboy hat, or a helmet that could resemble a cowboy hat?

Jeremiah LeeCharacter Concept Artist

I think there was a cowboy hat concept and CR said no. I think he was like, 'Oh, hell no.' The main thing is, for characters, it's lore, right? So as long as it fits the lore, I don't think Chris or any of the writers would have any problem with it. Because we're 900 years in the future, will we still be wearing cowboy hats? I don't know. We don't wear clothes that were made 900 years ago, right?

Reverse the Verse·
Published on this date.28 Oct 2015
Character & clothingLore

Are we working on any of the landing zones here in Santa Monica?

Elwin Bachiller Jr.Lead Vehicle Artist

No. Here in LA, we focus mainly on characters and ships.

Jared HuckabyHost, Community Manager

Characters and spaceships, guys. So questions about the hangar or landing zones? Probably not going to have much info for you.

Reverse the Verse·
Published on this date.28 Oct 2015

What work have you guys been doing for Alpha 2.0? I know that's kind of all hands on deck.

Elwin Bachiller Jr.Lead Vehicle Artist

Oh, that's Constellation right there. Constellation, which is a big part of 2.0, unless something has changed that I'm not aware of. So that's part of it. But all hands on deck has been Constellation, for our team here and in Austin, for the last month.

Reverse the Verse·
Published on this date.28 Oct 2015
Release scheduleShips

For the Connie variants, once we wrap up the Connie, do we go straight into the Connie variants?

Elwin Bachiller Jr.Lead Vehicle Artist

No. That's going to be scheduled out at some point in the future, but our schedule has us working on additional ships. So right now our focus is to get more ships out, as opposed to piling all the production onto a single ship, because we want to be able to get the community to test out different kinds of gameplay as opposed to just giving them one option.

Jared HuckabyHost, Community Manager

So, for 2.0 and for the immediate future after that, if you have any version of a Constellation, you'll be flying the Constellation Andromeda.

Elwin Bachiller Jr.Lead Vehicle Artist

Andromeda, right.

Reverse the Verse·
Published on this date.28 Oct 2015
ShipsRelease schedule

Have you started to work on the new Freelancer?

Elwin Bachiller Jr.Lead Vehicle Artist

So the Freelancer, because it's a MISC ship, it's all getting done out in the UK. What I can say is that they started doing some more concept passes on it to get it updated with the new MISC look. The interiors are looking so good. It's looking so sick.

Jared HuckabyHost, Community Manager

I saw the one with the cargo area where the guy was just chilling up against boxes in the cargo area. But that will not be in the first drop of 2.0, guys.

Elwin Bachiller Jr.Lead Vehicle Artist

But the Freelancer is a priority, though. It won't be 2.0, but it is one of the next ships that they're going to be putting a lot of resources on.

Reverse the Verse·
Published on this date.28 Oct 2015
ShipsRelease schedule

Can you talk about new materials? Are we using just materials that exist in the world today, or have any new materials been invented, maybe that we discovered 900 years in the future on an alien planet?

Elwin Bachiller Jr.Lead Vehicle Artist

We will be using materials that aren't in the world. The alien species is probably going to be where we see most of that happen. And it's being explored right now for the Xi'an, for example, and will be explored for the other species, like the Tevarin.

Reverse the Verse·
Published on this date.28 Oct 2015
LoreArt & graphics

Any updates on Avenger variants?

Elwin Bachiller Jr.Lead Vehicle Artist

Work has been done on those.

Jared HuckabyHost, Community Manager

It's UK, right?

Elwin Bachiller Jr.Lead Vehicle Artist

Yeah, that is UK, because it's an Aegis ship.

Jared HuckabyHost, Community Manager

But nothing to report yet?

Elwin Bachiller Jr.Lead Vehicle Artist

Nothing to report yet.

Reverse the Verse·
Published on this date.28 Oct 2015
Ships

Are you still going to be able to fly around your Hornet and your Aurora [in 2.0]?

Elwin Bachiller Jr.Lead Vehicle Artist

Yeah, you should be able to use whatever you want.

Jared HuckabyHost, Community Manager

Just new additions, new flight-ready additions, are focused on the Retaliator and the Constellation.

Ben LesnickDirector of Community Engagement and Online Strategy

And kind of conceptually, we're going to be treating it like we did the initial 0.7, 0.8 drop of AC, where it had one or two ships when it launched, and then one of our priorities is going to be adding more and more hulls in ensuing patches, so expect to see more soon after. But we want to get the base multi-crew gameplay concept out there and make sure it doesn't explode.

Reverse the Verse·
Published on this date.28 Oct 2015
MulticrewRelease schedule

Has there been any work on the Military Hornet body kit that we sold a while back?

Ben LesnickDirector of Community Engagement and Online Strategy

Well, the trick there is it's just going to use the Military Hornet artwork they're developing for Squadron 42. From our planning perspective, it's not a separate project.

Reverse the Verse·
Published on this date.28 Oct 2015
ShipsSquadron 42

On the EVA suits, are the seal rings standardized so the suit parts are interchangeable and people can swap out gloves and boots?

TL;DRInterchangeable suit parts like gloves, boots and helmets are the plan and the goal, with characters built from swappable items and ships made as modular as possible without looking like Frankenstein builds.

Jared HuckabyHost, Community Manager

That's the plan. Like if I like the torso on this space suit, I like the gloves on this space suit, I like the helmet on this space suit.

Jeremiah LeeCharacter Concept Artist

I mean, that's the dream, though, right? Being able to customize whatever, as an MMO. Because the way we're doing our characters, I could be wrong, but from what Forrest and Omar were telling me, there will literally be stages on the characters. One will be the glove, and we call them items, right? So the whole concept of components: you can swap in, swap out. So yes, you can have an RSI helmet, and then you might have a light marine boot. That's the idea. That's what we're working for.

Gurmukh BhasinConcept Artist

We're trying to do the same thing with ships, too. We're trying to make as much stuff modular as possible while still being able to keep things unique. Because in the end, you don't want a bunch of Frankenstein-looking things. But you do want customization. So we're figuring out a way to make sure that you get both.

Reverse the Verse·
Published on this date.28 Oct 2015

A long-standing dream for a lot of people is to eventually create ships for hopeful inclusion in Star Citizen way down the line. What kind of poly counts and textures should they be looking at if they wanted to get a jump start on designing ships? What kind of guidelines?

TL;DRInternal guides give rough poly budgets by size (small, medium, capital) but every ship differs, and whether players will ever be able to put their own ships in the game is undecided.

Gurmukh BhasinConcept Artist

What they need to do is they need to bribe us. No, I'm just kidding. Poly counts are, I guess, kind of hard to answer. It just depends on the size of the ship.

Elwin Bachiller Jr.Lead Vehicle Artist

We have a guide that we're trying to stick to, but different ships obviously require different amounts of poly count, depending on how big they are. But we do have guides that we're trying to stick to very, very hard. We are breaking them down by small, medium-sized and capital. And I think they break down to somewhere around 300,000 polys for a small ship. And that would be like a single-seater ship, like a Hornet or a Gladiator or a Gladius or something like that. A ship more the size of the Retaliator and Constellation is supposed to stick somewhere around 500. And capital-class ships, we are trying to get them in somewhere around 750 to a million polygons. But again, these are just basic guides, and every ship is unique and has totally different requirements. So you're going to see ships that just do not fit in that at all, depending on what the requirements of that ship are. But those are the things that we're trying to aim for, for performance reasons and production reasons and things like that.

Gurmukh BhasinConcept Artist

And I don't know, will we allow people to put their own ships in the game? I don't think so.

Elwin Bachiller Jr.Lead Vehicle Artist

Maybe we don't. I mean, the modding community can put whatever the hell they want in it, right?

Gurmukh BhasinConcept Artist

It's a long way away. We don't know yet. So that's something to be figured out in the future.

Reverse the Verse·
Published on this date.28 Oct 2015
ShipsArt & graphics