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Town Hall ·
Published on this date.2016-07-27
· 40 Q&As

Star Citizen: July Subscriber's Town Hall feat. Character Art Team

The character art team covers head scans and a planned blend-shape customization system, clothing fit, wear and dirt maps, and Item Port 2.0 layering. They also cover hair tools and progress, the female body, AI archetype clothing, color variants and location-specific clothing lines like GrimHEX.

Transmission log

Full answers

Will character art and Subsumption have any interrelations? In other words, will a character's appearance be in any way dictated by the nature of their AI or vice versa?asked by TheJabberwock

Josh HermanCharacter Art Director

Yes. So the way that works is AI is also built into archetypes, right? So you have characters that are just generic bad guys or they're a pirate or you have shopkeepers, civilians, all these different types of people. And so because AI is built into those kind of groups, the clothing that those groups are going to get is going to usually be specific, so there won't be a shopkeeper wearing full marine or pirate armor. Each group will get its own type of clothing.

Town Hall·
Published on this date.27 Jul 2016

Can you talk a little bit about what type of archetypes we're already pursuing?

Josh HermanCharacter Art Director

The biggest ones right now is mostly for the shopping stuff that we have in, right? So we're getting into civilian, like basically people who are going to give you quests or you can talk to. Then there's going to be just civilians that are kind of moving around. We have the pirates or the bad guy kind of group, which is built into lots of small groups, but that's a big clump. And then we have the military and all that kind of stuff. So we have a few different small ones right now. Well, some are really big, like the bad guys and the military, but then shopkeepers and stuff like that.

Town Hall·
Published on this date.27 Jul 2016

How much customization of the player character model will be possible? We've already heard that physical size will most likely be constrained, but what about body structure, facial structure, hair, skin, et cetera? How much variation do we expect to be possible?

TL;DROver 100 scanned heads will let players choose from a large selection at the start, with plans in the future to blend between heads so pieces of different ones can be combined.

Josh HermanCharacter Art Director

So as I'm sure most people who are especially watching this know, we've scanned a ton of actors and heads and people and stuff like that. So by the nature of that, we have over 100 heads, individual heads. Some of them you won't be able to play as; you're not going to be able to play as Gary Oldman, sorry. But what we'll be able to do is take all those heads and at the start, we want to be able to let you choose from a vast selection of them. And then in the future, turn it into a blend shape. A blend shape, in case you don't know, is basically you have object A and then you have object B, and a blend shape kind of creates this in-between that would kind of be this middle shape, right? So we can do that with heads, where you'll be able to choose pieces and parts of a different head, and that will be a much larger customization for the character heads.

Town Hall·
Published on this date.27 Jul 2016
Character & clothing

Can you talk a little bit about what we want to do in the future [for head customization]?

Josh HermanCharacter Art Director

Behind the scenes, right up front, there's these, let's say there's 50, just choosing a big number. What's going to happen is eventually we're going to take those 50 away, but they're not going to be gone. They're just going to be in the background, and we'll give you one, and with that one, we'll give you a slider, and you can choose to make the eyes bigger. You can choose to change the brow shape, and what it will really be doing is blending between 50 of those heads, but you'll be able to create in-between variations of those.

Town Hall·
Published on this date.27 Jul 2016
Character & clothing

How effective is the clothing tech at preventing clipping? Could you explain some of the innovations CIG has been able to use that might not normally be used?asked by Piet

TL;DRClipping is prevented by building clothing with enough polygon density to match the underlying base body, and they are looking into larger cloth simulation and, hopefully, wrinkle maps.

Shane HesslerAssociate Character Artist

So what we do, since everything that we make is built off, like Josh was saying, a base character that might blend in between 50 other characters, which in this example could be 50 different t-shirts. So in order to prevent that, you really have to take the base male that we use for our game and match whatever assets or clothing that we have on top of them as close as possible one-to-one with what's underneath it, because the male body will always be there or the female body will always be underneath the armor or the clothing or whatever. So you really have to build or create enough polygons or density in your assets to prevent anything from clipping. Because usually when that happens, it's because you don't have enough topology or polygons in your clothing to support what's underneath it. So to really prevent that with modern games now, you can add so many polygons. It's really just a matter of supporting whatever's on top of your base model to follow the underlying structure of your model to prevent that from happening.

Josh HermanCharacter Art Director

And then on top of that, we have a basic way to do it now, but we're looking into a much larger cloth sim. We want to try to expand on that further so it gets into a much more immersive look. We've also been looking into, hoping, crossing our fingers for wrinkle maps. There's a lot of games where you'll see when somebody lifts up their shirt or they twist, the wrinkles in their shirt change completely. Whereas the old gen of games would have the same wrinkles, but when they would bend, it would just twist into this weird shape. So we're looking into getting that as well to push the immersion a little further.

Town Hall·
Published on this date.27 Jul 2016

How is the wear effect working on thin fabric clothes? [We intend to use a wear effect on our spaceships;] can we expect the same kind of wear and tear for our clothes?asked by Hyperan

TL;DRClothing doesn't blow apart like ships; wear and dirt are hand-painted masks that blend in gradually as an item is worn, differing by material such as cloth, leather or metal.

Shane HesslerAssociate Character Artist

So right now our clothes don't blow apart like they would if you shoot a ship, which would be pretty cool. But the way we do wear and dirt for clothing or armor is kind of more of an artistic approach. When I say that I mean we have to hand paint or generate these black and white maps that kind of blend in as the character is wearing their clothing. So when you first start, that map will be turned off completely, so it'll be completely white. And then as you wear it, whatever marks we made with wear and dirt or painted in, it'll blend in slowly over the course of time, ranging from a white where there's no dirt to a black where it's just full dirt, full wear. So the way it wears is we look at what we're making, if it's leather or cloth. We paint that stuff in: how would this actually look if it was fully worn? So we have to go in there and actually hand paint these masks that dictate the level of wear that they would have. So it's kind of a zero to one kind of effect.

Josh HermanCharacter Art Director

Yeah, and it's different between the materials. So some cloth is going to wear different than a leather is going to wear, or a metal is going to wear.

Town Hall·
Published on this date.27 Jul 2016

Are there any plans for an in-game laundry or something to preserve your clothes?

Josh HermanCharacter Art Director

I think it would be a really cool thing to have. If you have a dirty shirt, or you go out to a desert planet and all of a sudden it's all dirty, right, and you come back and you clean it up. I think that'd be cool to be able to make things more pristine.

Jared HuckabyHost, Community Manager

Big question for some designers, probably, as opposed to artists.

Josh HermanCharacter Art Director

Yeah, I can tell you what I want. I think that's great. I think we should do that.

Town Hall·
Published on this date.27 Jul 2016
Character & clothing

Can you describe yet how functional pieces might be displayed on a character, such as a knapsack or personal mining tools? Is everything that a player equips going to be visible on the player?asked by Lethality

Josh HermanCharacter Art Director

I think that's also partially a design question. We have spots for most of those items, where they should be going. And so when we're making a costume, we're setting it up so that it's definitely possible to have that happen. Or if you're using a mining tool or a pickaxe or something, it goes in a specific place.

Town Hall·
Published on this date.27 Jul 2016

What does the Item Port 2.0 system actually allow us to do as far as characters? Can you talk to us about that layered approach?

TL;DRItem Port 2.0 allows layered, nested clothing and armor, where items worn on top can hold further items, and mixing armor pieces from different sets is definitely the plan.

Josh HermanCharacter Art Director

Sure. So depending on what it is, if it's armor, we have a couple different ways to go about it, but basically you have skin and then you have clothes that go on top of that. After that, you can put on additional layers. So let's say I'm wearing this t-shirt and I want to put a flak jacket on. That's another item that goes on top. Now let's say the flak jacket has four open spots. Okay, now you can put four things on that jacket, right? So each thing is going to have this nesting approach, where you put on one thing and that has potential to do more. For armors it's kind of the same, so rather than going from clothing to a flak jacket, it would just be you put on maybe a full undersuit or something that's going to let other things get put on top of that. So we'll put some shoulder pads on that. You can swap out your different shoulder pads for whatever variation of armor that you want.

Jared HuckabyHost, Community Manager

So at some point folks will be able to take the helmet from the medium marine, the shoulders from the heavy outlaw, and mix and match armor pieces?

Josh HermanCharacter Art Director

Yeah, that's definitely the plan.

Town Hall·
Published on this date.27 Jul 2016

We already know that player characters will have the same or similar sizes, but will the NPCs vary in size? I.e., will we see children or teens running around the streets with their parents in the Persistent Universe?

Josh HermanCharacter Art Director

I think it's a good idea. Right now we're still focusing on making sure that the male and the female are working at their respective sizes.

Corey JohnsonLead Character Artist

Yeah, it seems like the limitation with that would be as long as they don't interact with anything, right?

Josh HermanCharacter Art Director

That's the limitation now. If you can't play as a kid and get into a cockpit, I don't think that's really a problem, right? Which probably shouldn't happen anyways. So I don't see that being wrong.

Jared HuckabyHost, Community Manager

Basically something that we're not quite there yet.

Josh HermanCharacter Art Director

Yeah, we're not there yet, but it would definitely be something we'd like.

Town Hall·
Published on this date.27 Jul 2016

How are you balancing the various generated character types against historical figures [characters made specifically for the PU with lore significance]? Is there an effort to make these characters visually distinct in some way?asked by AwesomeAD

Josh HermanCharacter Art Director

The quality that we make everything in is all relatively on the same level, to be honest. It's more when it comes to the actors scanning heads, we have a tier system. So the Bishops and the Oldmans and the Gillians, those are the top, top tier. But as far as the rest of the characters, they're all pretty much on the same level, to be honest.

Jared HuckabyHost, Community Manager

Which is pretty high.

Josh HermanCharacter Art Director

Yeah, very.

Town Hall·
Published on this date.27 Jul 2016

What can you tell us about the quality of those heads?

Josh HermanCharacter Art Director

Oh, like the poly counts and stuff? We were just looking at some hair, like how many triangles was the hair?

Corey JohnsonLead Character Artist

Honestly, I don't know. I need to check that.

Shane HesslerAssociate Character Artist

I would say probably at least 20,000 triangles for hair.

Josh HermanCharacter Art Director

I think probably the low-end heads are probably 20,000 triangles.

Shane HesslerAssociate Character Artist

Yeah, they're pretty high. If you're in-game looking at any of these heads, it's going to be really hard to tell how low they are, just because they're pretty dense.

Josh HermanCharacter Art Director

And the biggest difference really isn't a visual difference. It's an animation difference. So they have less animations or less blend shapes, but the models themselves should stand up really well next to each other.

Town Hall·
Published on this date.27 Jul 2016

Speaking of hair, when do we get hair?

Josh HermanCharacter Art Director

Well, we were just talking about it, right?

Corey JohnsonLead Character Artist

Yeah, I've actually been in the process of getting a lot of hair in engine, so we can start to do the tweaks we need to do and get it to where it needs to be. So that process is starting now. It's coming.

Shane HesslerAssociate Character Artist

It's a tricky thing. It's hard to do.

Corey JohnsonLead Character Artist

It looks wrong until it looks right, and it's very long for us.

Town Hall·
Published on this date.27 Jul 2016

Will we be able to do tattoos?asked by Hermanese

Josh HermanCharacter Art Director

That conversation has definitely come up. It hasn't led to a point yet, but it's definitely something we're kind of talking about.

Town Hall·
Published on this date.27 Jul 2016
Character & clothing

Will there be bone-animated clothes, like a coat?

Josh HermanCharacter Art Director

So a bone is what most of the skeletons are made of. Our skeleton, the joints are also sometimes called bones. So yeah, what that means is sometimes you take a coat or a long trench coat, and it's going to hang like this, and you put a string of things in there so that when it moves, it kind of does this thing, right? So we can take a bunch of those. We don't, but the riggers do. They take a bunch of those, and you can put them all down the back of the coats or in areas where there's going to be a lot of cloth. And so right now, that's one of the ways we use, like I was talking about earlier, to do cloth sim.

Town Hall·
Published on this date.27 Jul 2016

What sort of unique challenges have occurred in the process of designing and developing characters for Star Citizen?asked by Eskel Goroff

TL;DRThe main challenges are learning the pipeline and tech, keeping all character artists' work looking like one universe, and balancing massive open-world customization with the close-up quality needed for Squadron 42.

Shane HesslerAssociate Character Artist

Making just characters in general? For this game? Well, coming on, learning the pipeline, the tech of where to start and where you finish, and what makes up our characters, since there's the high poly, which as a character artist is kind of a general thing that everyone really knows how to do, but how to implement your clothing that you make, and what the tech that we use can make it different. How do we switch up materials? How do we do color variance? Stuff like that. The challenges are really just learning the tools and getting, I would say, a similarity between all the character artists, and all coming out looking like the characters all belong in the same universe is probably the hardest trick to do, really.

Jared HuckabyHost, Community Manager

Do all the character artists use the same process?

Corey JohnsonLead Character Artist

Yeah, the tools might differ slightly between if you use Max or use Maya, but those tools do the same thing. So it is the same process, but the tools can change out. It doesn't matter as long as you're getting the result that's necessary. That's important.

Josh HermanCharacter Art Director

I think the biggest thing, just to go back to the question, the biggest challenge that I see is balancing making a huge open world game where you want to have massive customization, and then doing Squadron as well. Where at Naughty Dog, I would imagine the amount of character heads and stuff was a lot, but the amount of ones that were really going to be close up and in cinematic, close-up ready, was probably a handful, maybe 10, maybe 20. Whereas we have 120, 130, 150, 200, like how many heads are we going to have, right? Nobody knows. We're just going to keep adding stuff to it. But to start with, an average game has this many. We've got a plan though. Definitely. We've got a plan. It's just that's the challenge of making a game that's pushing it both on the tech and the gameplay.

Town Hall·
Published on this date.27 Jul 2016

How long does it take to make something like a shirt from beginning to end, [starting from] the 2D concept from Jeremiah?

TL;DRA shirt took about five days for the show filming and could take about that long unrushed, though reviews, other tasks and the materials library affect the time.

Shane HesslerAssociate Character Artist

Well, when we did that shirt for the filming of the ATV show, that one was about, I think, five days. I think I was told on Monday, okay, this needs to be done. And you also have to record yourself while you're doing it, which is kind of intimidating. It's kind of like writing in my diary and people are looking at what I'm writing. It's like, oh god, I better not mess up. But yeah, for a shirt you could spend more days depending on how much you want to polish your asset, because for a t-shirt a lot of the detail comes from the high poly sculpt and everything else is just kind of material, which you can always change up on the fly, especially with our system. But if you're not rushing it, maybe five days to do a t-shirt from start to finish.

Jared HuckabyHost, Community Manager

And as you make more, the process gets more refined and faster and faster.

Shane HesslerAssociate Character Artist

Yeah. And it always kind of takes longer, too, because everything you do has to get reviewed. So if no one's reviewing your stuff and you're just going from beginning to end, it would be a lot faster. But since we have to work as a team and get stuff to work well, it takes a little longer.

Corey JohnsonLead Character Artist

The other thing is there will always be things that come up while you're creating an asset, where it's, oh, it'll take five days, but for Thursday, I had to do the other thing, and Wednesday, this popped up. There's always little things that require attention.

Jared HuckabyHost, Community Manager

We've got a pretty extensive materials library at this point, right? For different fabrics, for different cloths, and stuff like that.

Josh HermanCharacter Art Director

Which helps speed things up a lot.

Town Hall·
Published on this date.27 Jul 2016

How is the progress on the female character coming along?asked by Mamis

Josh HermanCharacter Art Director

It's good. I think it's coming along really good. As you saw a month ago, I think it looks really good. We're working on now matching up, like I talked about, heads to that new body, clothes to the new body. So there was a little bit of a blocker, something we call it here, when somebody can't work or you can't do something because something's in the way. So until we got that body done, there was a lot of things that were on hold or stuck until we could finish that one.

Jared HuckabyHost, Community Manager

And we're past that point now?

Josh HermanCharacter Art Director

Yes, we are.

Town Hall·
Published on this date.27 Jul 2016

Can I play as Josh Herman?asked by Brick

Josh HermanCharacter Art Director

We should get me scanned. Do some facial performance. No, the answer's probably not.

Town Hall·
Published on this date.27 Jul 2016
Character & clothing

Will I be able to have my person-of-color avatar with appropriate hairstyles? Most games seem to let you change the shade but not have proper hair.asked by Mr. Voltaug

Josh HermanCharacter Art Director

Yeah, and we've already been working on a few. If you're African or African American or whatever, I assume that's what his question is referring to, there'll be specific haircuts that are to that. Even if you look at a Caucasian guy versus an African American guy, if they have shaved heads or short hair, it's totally different looking, right? So yeah, there's different variations for those.

Town Hall·
Published on this date.27 Jul 2016
Character & clothing

Will people be able to put beards on the character at some point?

Josh HermanCharacter Art Director

Yeah, and we already have some characters with beards, so as we get the hair and the blend shape and all that stuff rolling out, we'll go to do that.

Town Hall·
Published on this date.27 Jul 2016
Character & clothing

Will there be a layer on our characters that gives us things like grease smears, dust, or blood?asked by Piet

Josh HermanCharacter Art Director

I guess I would have a follow-up question: what part is this, on the face or on their costumes? In the costumes, we already have wear and dirt, right? But I don't know if you want a custom smear. We don't have plans for custom things like that yet.

Jared HuckabyHost, Community Manager

If you shoot somebody in the chest, does blood show up on the outside of their outfit?

Josh HermanCharacter Art Director

I think that's a VFX thing, to be honest.

Town Hall·
Published on this date.27 Jul 2016

What about the ability to apply patches to our clothes, custom decals, for somebody to wear their org emblem on something? Are there plans for an item port spot for decals?

Josh HermanCharacter Art Director

For customization, it's definitely something we want to look into, what we want to push for. Because we have decals on all of our, like the Marines have their own decals, so it's definitely not impossible to have that. It just turns into a much larger question, because then it's design and UI and tech, and everybody needs to kind of be like, can we do this? Is it feasible to add a customization for that?

Corey JohnsonLead Character Artist

Any swappable anything has an additional cost, compared to it being baked in.

Town Hall·
Published on this date.27 Jul 2016

What can you tell us about working with resource costs? How annoying is that?

TL;DRResource costs are hard limits that come late in production, and features like custom logos multiply unique textures in crowds, so the heaviest worst-case character must be tested.

Corey JohnsonLead Character Artist

I haven't run into it yet here. I definitely will. But at Naughty Dog, yeah. It comes to a point in production where it's, these are the hard limits, and now make everything work with that. And that becomes the hard part, especially when you have a lot of great art. And you've got to figure out the smart ways to preserve that, but allow the game to run.

Josh HermanCharacter Art Director

It turns into one of those things where it's like, okay, I think it's a great idea. You're able to put your own logo. Okay, cool. Now we've got to imagine a crowd scene for 50 people. So that means we have to add an additional texture. That doesn't sound like a big deal. But now you have 50 people in a room and they all have their own. Now you added 50 unique textures. Whereas 50 people in a crowd might be wearing the same jeans, or they might be wearing some of the same shirts, or there's a chance, right? You don't get to share that stuff if everybody's put on their own custom logos. So it's much more of a resource question than it is an art question.

Jared HuckabyHost, Community Manager

And that's not something you can predict at the beginning. That's something that comes later on. You design and you build out for everything that you want. And then there comes a point in production when all the systems are in and you have to start balancing between them.

Corey JohnsonLead Character Artist

That's where you figure out the worst case. What is the heaviest character? What if everyone is that character? That's the test, because that could happen.

Town Hall·
Published on this date.27 Jul 2016

What are Shane, Corey, and Josh's favorite creations thus far?asked by Death

TL;DRThe speakers name favorites: Shane's first jumpsuit, unreleased work they can't discuss, and past projects like Groot and the Avengers Iron Man suit, with no specifics on upcoming Star Citizen work.

Shane HesslerAssociate Character Artist

Well, I'm working on something pretty cool right now that's not out yet, but I think that's going to be my new favorite thing. But I've been doing a lot of t-shirts and stuff like that. The first thing I did, which is a jumpsuit that a lot of the characters wear, which I've been seeing in a lot of our videos, was probably my favorite thing, because it's the first thing I've created here. Also something I've actually seen in game. So that's pretty cool. Every time I make something, I'll be like, oh, this is my new favorite thing.

Jared HuckabyHost, Community Manager

What about outside [of Star Citizen]?

Shane HesslerAssociate Character Artist

I was going to say something about Pokemon Go, my new favorite Pokemon, but I'll skip that.

Corey JohnsonLead Character Artist

I am currently working on my first asset, and I can't talk about it. I'm enjoying it. It's been fun working with our concept artist, Jeremiah. At Naughty Dog it was probably any time, because I led the multiplayer team there for characters, and we had a few opportunities just to make up our own stuff, and that was probably my favorite things to work on, just because it's, all right, here's a loose idea, and just sculpt and make something and then carry it through the whole production and it ends up in game. Stuff like that is really fun.

Josh HermanCharacter Art Director

Favorite thing here is I was just doing some concept art for some alien races, which I cannot talk about. I think it's going really well. It is really cool. Can I even say what the races are? What races do we know?

Jared HuckabyHost, Community Manager

They know about the Banu. They definitely know about the Vanduul. They know about the Xi'an. They know about the Tevarin.

Josh HermanCharacter Art Director

I was working on the Tevarin. I can't tell you anything else. Just that I was working on it.

Jared HuckabyHost, Community Manager

And what's your favorite thing you worked on [outside Star Citizen]?

Josh HermanCharacter Art Director

My favorite thing aside from that would probably be, it's a toss-up between Groot for Guardians 1 and Guardians 2, because I consider them kind of the same thing, but they're not. And then I think the first Iron Man suit I did on Avengers was my favorite. It's still got a special place right here.

Jared HuckabyHost, Community Manager

Which mark was the Avengers one?

Josh HermanCharacter Art Director

That was the Mark 7. When he gets tossed out of the building and he flies down and it goes around him in a circle. The first one that really goes on to him without him having to step into a suit-up sequence.

Town Hall·
Published on this date.27 Jul 2016

Can you talk about the current state of hair? What challenges have you faced and what approaches and systems have you considered? And if possible, as a bonus, let us know what you're shooting for for the final product.asked by Ozzy Mundy

Corey JohnsonLead Character Artist

I think it's getting to a really good place. There's a lot of different styles being worked on, and right now it's just a process of seeing where it's at and then seeing what tech we're missing to improve it to the point that it needs to be. That's the biggest process right now.

Josh HermanCharacter Art Director

Yeah, because we haven't had hair for so long, some of the shader work, it's hard to evaluate an asset when you don't have all the tech for it. So as we're working on all these samples, it's like we don't quite know what we don't have yet. So it looks good, but we want to push it just a little bit further.

Town Hall·
Published on this date.27 Jul 2016

What tools are you using to create the hair? Is it done in Modo? Is it done in 3ds Max?

Josh HermanCharacter Art Director

It's mostly ZBrush and then Photoshop stuff. Individual hair planes, and that's done in Max or whatever. Whatever the individual artist prefers, it doesn't really matter at that point.

Town Hall·
Published on this date.27 Jul 2016

When we scan their faces, why don't we scan their hair? Why not just have them come in with the hair you want and then scan the hair?

Josh HermanCharacter Art Director

That's because what if you want to change their hairstyle? Or what if you want to take that hairstyle and then put it on somebody else later? Or you want to mix and match? You kind of get locked in if they have the hair. You can't adjust it from there.

Corey JohnsonLead Character Artist

And also just scanning hair, from my experience doing scanning at Naughty Dog, scanners do not like hair.

Josh HermanCharacter Art Director

They don't, yeah.

Corey JohnsonLead Character Artist

Because it's all these little strands. Nothing has the fidelity really to capture all that.

Town Hall·
Published on this date.27 Jul 2016
Character & clothing

Can we get Arena Commander and Squadron 42 shirts for our character? Arena Commander is a game within the game, after all.asked by WonkaTheSane

Josh HermanCharacter Art Director

Yeah, we have already talked about that.

Jared HuckabyHost, Community Manager

It was like your fourth day here, right away. And I'm like, hey, character art director, we've got some real-world shirts that would be great in the game.

Josh HermanCharacter Art Director

I still have that. He came into my office and I said, you know what, that's a great idea, and put it on a sticky note. I have like hundreds of sticky notes; that's my way, if something comes up, I put a sticky note. Yours is the only one that's left. So we'll get it done. Some of them I just threw away, just because I didn't want to do them, so yours is still up there.

Town Hall·
Published on this date.27 Jul 2016

How many CIG employees will we see in the PU?

Jared HuckabyHost, Community Manager

I don't know, you see quite a few of us already. There are times when you want to jump in with your character because you want to do something special. You want people to see that there are CIG people in there and whatnot. And that's a nice thing to see. But most times we jump in on characters with no identifier whatsoever, because that's the best way to observe behavior. There's always that thing where observing a thing changes the thing. So a lot of the times when we're in game, we're on characters that would have no relation to us whatsoever, because we want to see how you guys are actually reacting, how you guys are actually performing, how you guys are actually playing in the game.

Town Hall·
Published on this date.27 Jul 2016
Community & events

[On plans for customization within the clothing options:] I like this shirt, but it's got a black base and I'm interested in having it in a red base. What's the possibility of having something like an RGB slider for clothes and armors? I love the Heavy Marine, but I wish it was black and silver instead of green.

TL;DRColor variations are definitely coming and already visible in the RSI flight suit; CryEngine supports layer color changes, so the remaining work is an in-game interface and persistence.

Josh HermanCharacter Art Director

That's definitely coming. You can already do that. You see that a little bit right now with the RSI flight suit, how there's multiple variations of that.

Jared HuckabyHost, Community Manager

The Odyssey suit?

Josh HermanCharacter Art Director

Yeah. So we're going to have a lot of that. A lot of the clothes and armors you're going to see, there's going to be a lot of different color variations of that stuff.

Jared HuckabyHost, Community Manager

And CryEngine's really good about having that kind of stuff built in. You set the layers and you can adjust the RGB. Folks who make Star Citizen machinima, like Bulkhead, or the work Torellian's doing, or going all the way back to the old-school FPS days, it's very easy to go into CryEngine, select the different layers, and change the RGB and stuff. So really for us, it's more a matter of building a user interface that allows people to do that within the game. And then, of course, building that into persistence so you don't have to continuously redesign your clothes every single time you log in. But definitely something we want to do.

Town Hall·
Published on this date.27 Jul 2016

What is the extent of customization? Will there be X amount of heads to choose from, and will you be able to, say, alter bone structure and eye color?asked by Mabus

Jared HuckabyHost, Community Manager

As previously discussed, the process will expand to several heads that have been scanned in, and then eventually we want to go to a blend shape. Blur the lines between, take aspects of stuff, and then eventually, much further down the line, we're hoping to have a fairly robust character customization that will let you change color, hair.

Josh HermanCharacter Art Director

Yeah, once they're all in the blend shape system, I would think with the implementation of that, you would already be able to put different hairs on, to choose different eye colors. Everything else that's going to go with that, if you had different hair versions before, you'll have it with the blend shapes.

Jared HuckabyHost, Community Manager

It's hard to say definitively at this point because we're not there yet. But there's a healthy shopping list of things we want.

Town Hall·
Published on this date.27 Jul 2016
Character & clothing

What don't we know about?asked by Mojo Monkey

TL;DRThis doesn't really answer: they say there are many unannounced things, and they avoid sharing features they aren't certain they can deliver, partly because some tech is too early.

Corey JohnsonLead Character Artist

Lots of things.

Jared HuckabyHost, Community Manager

There's the things that we want to do and the things that we can actually accomplish. We do try very hard not to get your hopes up for things that we're not 100% certain we're going to be able to include in the game. So that's a lot of where the 'we can't talk about that' comes from. There's a very robust list of features and things that we want to include in Star Citizen. Like I said, the character team is growing. It's on its way, and as time goes on, we'll know a lot more about what we can share and what's likely to come in.

Josh HermanCharacter Art Director

It's also when do we want to... Some of the tech is super early for stuff. Like I said earlier, you can't always evaluate something until you've seen it kind of working, so we don't want to promise something that we can't give you.

Town Hall·
Published on this date.27 Jul 2016
Development process

Any work on sports fan shirts [for the in-lore sports teams]?

Shane HesslerAssociate Character Artist

Yeah, we have a lot of band t-shirts coming in the Gutterwatch store. Nothing on the sports teams.

Corey JohnsonLead Character Artist

But I imagine that'll... Yeah, I mean, why wouldn't that be in there eventually?

Town Hall·
Published on this date.27 Jul 2016
Character & clothingLore

Are we pursuing tech that might let hair grow for our characters?

Josh HermanCharacter Art Director

I don't think so.

Shane HesslerAssociate Character Artist

I'm going to say no on that one. That's next next gen. That's a whole other one.

Corey JohnsonLead Character Artist

I would say that's decades and decades away.

Town Hall·
Published on this date.27 Jul 2016
Character & clothing

Will helmets restrict the level of hair and beard that a character will be allowed to have? If you have a giant ZZ Top beard and you put a helmet on, does the beard just disappear?asked by Fuzzer

TL;DRBeards and hair probably wouldn't simply vanish under helmets but would use trimmed versions, since gameplay and fun take priority over strict realism.

Corey JohnsonLead Character Artist

I wouldn't say it necessarily has to disappear. I think situations like that, you need things. Same for hats. If you have long hair and you put a hat on, they need a version of the hair that is cut off at the hat line to fit it. So beards, I imagine, would just be the same.

Josh HermanCharacter Art Director

So if a dude's got a massive beard, is it just sticking out under here?

Corey JohnsonLead Character Artist

No, I think it would just go to a more trimmed version of that beard. Because it's either that or you don't get beards at all.

Jared HuckabyHost, Community Manager

Quite often in Star Citizen development, we work towards the realism, making things as real as possible, and then you have to adjust for proper gameplay.

Corey JohnsonLead Character Artist

So it has to be fun and reasonable to have it. Because realistically, if you had a giant beard, it probably wouldn't fit in a helmet, so it's just that guy does not go in space.

Town Hall·
Published on this date.27 Jul 2016

How close will the female avatar be in height and overall size to the male avatar? And what challenges does that create for making the clothes work for male and female avatars?asked by Trenton

Josh HermanCharacter Art Director

Size-wise, the female's a little shorter. It has obvious problems when you get into, just using the example of cockpits and cars. For example, my wife and I, I'm taller than her, so when I get into my car, and she gets into it, she can't really reach the steering wheel, and vice versa. If I get into her seat, I'm crammed like this. So there's problems with that, like ergonomics. But when it comes to creating the clothing, it's not actually that big of a deal, because you have to make different versions anyways for the male and female. Almost every time.

Town Hall·
Published on this date.27 Jul 2016
Character & clothingShips

Do we intend the clothing options for the male to be the same as for the female avatar?

Josh HermanCharacter Art Director

I would say probably 90% they should have a matched version of that. You probably want some special versions for the guys and special versions for the girls.

Town Hall·
Published on this date.27 Jul 2016
Character & clothing

In previous ATVs we've shown that different planets have different clothing lines, like Terra Casual. Is that still the plan? Are we still developing different clothing styles unique to different locations?

Josh HermanCharacter Art Director

Yes. We've actually really started to implement that with GrimHEX. So GrimHEX has clothes that are unique to only GrimHEX.

Town Hall·
Published on this date.27 Jul 2016

Are we expecting people would have to visit those locations to get those clothes?

Josh HermanCharacter Art Director

Yeah, I would equate it kind of like, nowadays it's easier, but 50-plus years ago, if you wanted nice Italian shoes, you might have to go to Italy. Or you want a Persian rug, you might have to go to...

Jared HuckabyHost, Community Manager

It's yet another reason to travel around the galaxy kind of thing. That's not to say there might not be a Terra Prime outlet store on Earth or whatever.

Josh HermanCharacter Art Director

There's also, like, the Gap is everywhere, right? Or McDonald's, if you want to use a fast food analogy. Those places are everywhere. So maybe there are some places where you can buy some of the more broad, generic clothes. But the special ones should be unique to a location.

Town Hall·
Published on this date.27 Jul 2016