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Star Citizen Live ·
Published on this date.2024-06-07
· 6 Q&As

Star Citizen Live Gamedev: Making Ship Up IV

The developers answer questions about how ships are made. They cover placing the cockpit and handlebars on a motorbike with a rigged character, Blender versions and add-ons, and Figma use by the UI/UX teams. They also explain the LOD workflow, the Houdini-based LOD tool used for the Polaris flyby, and ship scheduling.

Transmission log

Full answers

Do you always start with the cockpit, the saddle, the operator position?

TL;DRIt depends on the brief, but for a bike the handlebars are positioned first with a rigged character, often reusing existing game animations to save time, with unusual vehicles needing custom entry-exit animation.

Alberto PetronioLead Vehicle Concept Artist

It really depends on the brief. If I'm doing a capital ship, our approach will be completely different. But considering how a motorbike works and how much of a human appears on a motorbike, which is a good 30%, the first things I will make sure I have in the right position are the steering wheel? What's it called on a bike? The handlebars. As my accent can tell you, I'm not British, and English is not my first language. So I make sure that I have them in the right position. I have the character fully rigged so I can move it. Generally, I also reference other animations from the game, so sometimes we can recycle things.

Jared HuckabyHost, Community

That's a consideration. If you can reuse an existing animation for the enter and exit, that cuts down development time, development cost tremendously.

Alberto PetronioLead Vehicle Concept Artist

And it's all a matter of balance. Can we afford it? Is it something particularly important that we have to do?

Jared HuckabyHost, Community

And when you say can you afford it, I continuously have to clarify that we're talking about performance metrics. It's a relative development term. We use the term cost to mean performance and not money or whatnot.

Alberto PetronioLead Vehicle Concept Artist

No, no, no. Eventually time.

Dan McCabeSenior Vehicle Artist

Time. I think one thing as well is when you have this library of mo-capped entry-exit anims we've got for different styles of vehicles, if you have something that's a little bit more unique in its stance, like take for example the Fury, we had to make it so the seat would come out and lower down, because it didn't really make sense for the player to kind of scramble up and spin around in there. So it ended up adding some more interest into the entry-exit anim because of that limitation. Just kind of welcome, really.

Star Citizen Live·
Published on this date.7 Jun 2024

Do you have multiple versions of Blender on the taskbar?

Alberto PetronioLead Vehicle Concept Artist

Yes, different options. Sometimes some add-on is not updated to the latest version, so it's good to refer [back]. Especially as there is an update every three months, a major one. So not every creator keeps it updated.

Jared HuckabyHost, Community

And as Dan said, Alberto uses Blender, but Dan does not.

Star Citizen Live·
Published on this date.7 Jun 2024

Does the UI/UX team use Figma in their work?asked by BadBadRobot

Jared HuckabyHost, Community

I don't know if they still do. I know there was a big exploration of it. We have the UI/UX team. There's several teams now. I know we've been showcasing Zane and Simon and Dr. Emily and Bone lately, but there's actually a whole other group in Montreal. And I know I saw something months ago where they were looking. It was either looking to see if it can fit in the workflow or somebody was already using it. Like I said, people use different tools. I don't know if it's actively being used today, though.

Star Citizen Live·
Published on this date.7 Jun 2024

How is the workflow with LODs? Does the artist build a high-quality model and then move to POMs and Substance?asked by Swordfish Pilot

TL;DRLODs come at the very end, just before going into the game, starting by removing chamfers, bevels, small POM lines and subtle decals to reach the first LOD, then following a more traditional LOD pipeline.

Jared HuckabyHost, Community

How does the LOD work? Where do the LODs come in? They're at the very end, really, aren't they?

Dan McCabeSenior Vehicle Artist

Yeah. LODs are just before we put it into game, really. So we have our white box, gray box, LOD 0, and final; LOD is the stage where LODing would happen.

Jared HuckabyHost, Community

So how do you make the LODs?

Dan McCabeSenior Vehicle Artist

So LODs typically would start with... I'm assuming if you're asking about LODs, you've looked at our production art workflow a little bit. If not, there's some resources, because it's a little bit unique. But we basically start by removing our chamfers, our bevels, which are our small edges which give the nice little polished effect to our edges, and our small POM, so our POM lines and our main decals that are quite subtle. And then that kind of gets you to LOD1, and then the rest is kind of a more traditional LODing pipeline.

Star Citizen Live·
Published on this date.7 Jun 2024

We used to create LODs by hand, but we have a new LOD tool that automates a bunch of that, don't we?

Dan McCabeSenior Vehicle Artist

Yeah, but I'm not sure how much I'm allowed to talk about that.

Jared HuckabyHost, Community

I just brought it up, so you're allowed to talk about it.

Dan McCabeSenior Vehicle Artist

Yeah, we have a tool that's developed by the Montreal guys, which tries to use Houdini to automate a lot of the process. It played an absolutely pivotal role in getting the Polaris flyby for Fleet Week. So amazing work from the Montreal tech art guys doing that.

Star Citizen Live·
Published on this date.7 Jun 2024

Would it be possible to make a segment about the scheduling, planning scheduling?asked by Elfwin

TL;DRA segment on scheduling isn't planned; instead, an older episode on how producers make schedules is still on the YouTube channel and is described as fairly accurate, though methods have changed a bit.

Jared HuckabyHost, Community

We actually did an episode, gosh, years ago. It's still on our YouTube. I believe the Friday show was called Happy Hour when we did it. So if you look on our YouTube channel, we actually did a whole hour with Eric Kieron Davis and, oh, I can't remember who else, where we went through how producers make schedules and plan for the development work. And it's the same process for just about everything. So you're asking specifically for ships, but it's the same information. It's changed a little bit. There's Agile and there's Waterfall and stuff like that. But for the most part, I think it's still fairly accurate, and it's a decent primer if you were curious. That's up on the YouTube channel. I got in a lot of trouble for doing a show with producers and how to make a schedule. I think there were only like 17 citizens that enjoyed it. They're like, why are you doing a show with producers? And I'm like, because they're essential to the development of any video game.

Dan McCabeSenior Vehicle Artist

When you're in a meeting, producers are the comedians that keep it all together. They know how to run the meeting in a way that keeps everyone... There's nothing more boring than looking at schedules and stuff like that for artists, so they do a really good job of making it fun for us.

Star Citizen Live·
Published on this date.7 Jun 2024