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Star Citizen Live ·
Published on this date.2022-02-18
· 8 Q&As

Star Citizen Live Gamedev: The Pyro Proposition

Developers discuss why CIG artists may use 3ds Max, Blender or Houdini, and the art test for new hires. They cover trolleys built mainly for Squadron 42, an NPC-belongings cargo prop, hospital wheelchairs, the Vanguard's landing gear and soft body physics.

Transmission log

Full answers

Why are you using 3ds Max and not Blender?

Thomas LeponceProps Artist, Props Team

I think what's cool at CIG is that you can use any tool that you want, as long as you work well with it and you are efficient and everything. I think everyone would agree with that.

Jared HuckabyHost, Community

You'd agree that Blender is better though, right?

Lewis ThompsonProp Modeler, Props Team

It's different, I would say. I'm trying to learn Blender at home, but once you've got Max ingrained in your head, when you go to Blender, it's completely different. There's so much to it.

Thomas LeponceProps Artist, Props Team

I'm really trying to like it. As long as you're making good art, the tool that you're using doesn't really matter, I would say.

Star Citizen Live·
Published on this date.18 Feb 2022

Why are you using 3ds Max and not Blender? [Host follow-up on the Blender questions from chat]

TL;DRArtists are allowed to use whichever tools they're most proficient in, with a tools team building importers and exporters between them, so whatever works fastest is used.

Jared HuckabyHost, Community

As usual, this is one of those kinds of things we end up repeating quite a bit over the eight years that I've been doing this here at CIG. We allow most of our artists to work in the tools with which they're most proficient. So we have a marvelous tools team here whose job is to create all of these importers and exporters and bridges and stuff between all these softwares, so that when we bring folks into the project, if their primary experience is in 3ds Max or it's in Blender or it's in Houdini or whatever, we support that and let them work in the aspects in which they are most familiar. If they want to learn other softwares, like he was just saying that he's trying to learn Blender right now in his spare time, that's fine. But one of the things that I think we're really proud of is how we support our artists and let them work in the software that is most native or comfortable to them.

Lewis ThompsonProp Modeler, Props Team

We had a guy on the team that literally worked in Blender, and then when he was finished, he'd move his assets over to Max just to use the tools that we use to export them and stuff. So it's really flexible, to be honest. It's just whatever works fastest, because that's what you want really, fast.

Star Citizen Live·
Published on this date.18 Feb 2022

Will we ever be able to use and sit in the wheelchairs in the hospital?asked by Ashrakham

TL;DRWhether the hospital wheelchairs will become usable is unknown; the speakers would prefer it, but it comes down to priorities and available people and time.

Lewis ThompsonProp Modeler, Props Team

Unknown, I think.

Jared HuckabyHost, Community

I think it's safe to say that we would all prefer that you can. Does it make things seem more diegetic? Does it make things act like we expect them to act? The answer is always going to be yes. That's what we want to do. But it always comes down to priorities and time. It's just, do we have a spot to take the people necessary and assign them to that task? Yeah, we want to, but.

Lewis ThompsonProp Modeler, Props Team

Yeah, for us, usually we're just making the geometry and plugging it into something that's already been programmed, and then just configuring it and tweaking it. But I know we're always very, very busy. So I can only imagine the programming side creating these features, and there's a hell of a lot that goes into it. It's all good for me to come and just create a variant, but someone's already come and paved the way for me to do this in a big way. It's been developed over a long time. When I first joined over a year ago, that was when this was being worked on, and there was a good few months where I joined in just to help support the development of the trolleys. And there was a lot that went into it, a lot of stress, a lot of pain. But no, it's good. We love this.

Star Citizen Live·
Published on this date.18 Feb 2022

Why do we have people working on trolleys and stuff like this?

Jared HuckabyHost, Community

They are principally a component of Squadron 42. They're used in several of the background animations and things that are going on aboard life on a ship like the Idris or the Javelin and whatnot. And so work is prioritized for that purpose as we continue to bring that game to completion. And then, as always, the technology of one, the assets of one can often be used to help and push forward the other.

Star Citizen Live·
Published on this date.18 Feb 2022
Squadron 42Art & graphics

Why does the Vanguard's landing gear have wheels and treads when it can't roll?

Jared HuckabyHost, Community

It can't roll at present. It can't roll now. That's all I'll say about that.

Star Citizen Live·
Published on this date.18 Feb 2022
ShipsArt & graphics

What was the art test like for you, since you were hired so recently?

TL;DRThe art test ran two weeks from concept art, with time tracked and steps shown, and it rewarded having fun and showing an artistic point of view rather than copying the concept exactly.

Thomas LeponceProps Artist, Props Team

I had to do a test for two weeks. So you get the concept art. Corey was just saying that they want you to track your time, of course, and don't worry about this. Just work like you would do and show the steps that you did. So, for example, on my art test, I just showed that I went to white box at this stage, I went to detail at that stage, and worked on the final art at that stage, while showing it in my time tracking. And it gives you all the details of what you need to know for your art test. And basically you have fun with it and show your artistic side. That's the thing with concept art. Even working every day, you have to kind of have an artistic side of things. You don't do from A to Z what you see in the concept art. Just have fun with it. Try to adapt the shapes or adapt the props to what you feel like it could be. So it is kind of interesting to see how you see the props being interesting, basically. And that's one thing that I think we value a lot, seeing that you can have an artistic point of view on things. And it's really, truly fun. It was a great test, in my opinion.

Star Citizen Live·
Published on this date.18 Feb 2022

What's the brief for this [trolley]? What are you actually adding to it?

Lewis ThompsonProp Modeler, Props Team

So essentially, I believe you can use it as an interactable, but there's also going to be some around levels with items on them that you can use as cover, pretty much. So essentially, we want to create a version that has a pallet on it with some cargo on it.

Jared HuckabyHost, Community

But the cargo isn't just an SCU box full of stuff. This is like an NPC's personal belongings that they're...

Lewis ThompsonProp Modeler, Props Team

Yeah. We just want a load of random crap on it, really. Pardon my language. Anyway, I've picked a few random items. These are obviously going to change because we want to tell a story with this. For this first iteration, it's just going to be some placeholder stuff.

Star Citizen Live·
Published on this date.18 Feb 2022

I just realized we don't currently have squashable objects.asked by Brissy

Jared HuckabyHost, Community

We have soft body physics. We just have to choose to enable them for certain things.

Star Citizen Live·
Published on this date.18 Feb 2022
Physics