Jump to content

Search the Community

Showing results for tags 'Concept Art'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome
    • Announcements & News
    • New Arrivals
  • Star Citizen - Roberts Space Industries
    • General Discussion
    • Ship Discussion
    • Professions
    • Multimedia and IT
    • Modding
    • Fleets & Recruitment
    • Role Playing & Fan Fiction
    • Off Topic
    • Imperium Embassy
  • SCB Marketplace
    • Ships & Packages
    • Other Items
  • Imperium Fleet
  • Lantern Watch's Topics
  • NEBULA HEAVY INDUSTIRES's Topics
  • Blood Moon's Topics
  • Triton S.O.'s Topics
  • Alaris's Topics
  • Alaris's Unit Coordination
  • Alaris's Unit Discussion
  • Hermes Squadron's Topics
  • Hermes Squadron's Unit Coordination
  • Hermes Squadron's Unit Discussion
  • Alexis Order's Topics
  • Alexis Order's Unit Coordination
  • Alexis Order's Unit Discussion
  • CEL's Topics
  • CEL's Unit Coordination
  • CEL's Unit Discussion
  • Apheliun's Topics
  • Rogue Squadron's Topics
  • Tiqqun Engineering's Topics

Calendars

  • Community Calendar
  • Lantern Watch's Events
  • NEBULA HEAVY INDUSTIRES's Events
  • Blood Moon's Events
  • Triton S.O.'s Events
  • Alaris's Events
  • Hermes Squadron's Events
  • Alexis Order's Events
  • CEL's Events
  • Apheliun's Events
  • b's Events
  • Rogue Squadron's Events
  • Tiqqun Engineering's Events

Product Groups

  • One Time Donations
  • Monthly Donations

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


Website URL


ICQ


Yahoo


Jabber


Skype


Twitch


Location


Interests

Found 15 results

  1. In yesterday's Letter from the Chairman - Chris Roberts (CR) unveiled the description of the Anvil Aerospace Crucible Adding onto this I would like to propose the above "Capsela" like Concept Art as a suggestion to CIG to consider: Each Anvil Aerospace Crucible "ship" could consist of (3) "Capsela" like Bubble Pods each 3 meters in Diameter with (2) Connectors to form CR's -- "(P1 = Straight section, P2= Left turn, P3 = Right turn, etc.)" This can form optional modular configurations for the "Miller ERS (External Repair Structure)" as CR has defined. 1st Bubble Pod would be the Pilot (for maneuvering and for ship manipulation of the damage ship to be repaired with extendable robotic arms). 2nd Bubble Pod would be a non-inhabitable pod for the Power Plant, Tractor Beam Hardpoint, Avionics, Life Support, Ship Systems, Etc... 3rd Bubble Pod would be a Workstation and 2nd crew member for EVA and Workshop repairs == MAX Crew of 2. Per CR = "Structurally, the Crucible consists of a cockpit, drive unit and workshop." Anvil Aerospace Crucible "ship" would be a small ship (with 3 Bubble Pods + Connectors) only 11 meters in length in the Strait modular Section configuration and only 3m (one bubble pod) in width. Anvil Aerospace Crucible "ship" should have no Main Thrusters and No Option for a Jump Engine (only maneuvering thrusters). As of result of this and its potential of being a "compact" ship the Crucible "ship" should be able to be loaded into any Cargo hold of any ship in which it can fit - and thus deployed from that said ship. Anvil Aerospace Crucible "ship" should be very inexpensive do to its size, restrictions and specialty and suggest a price range from $25-$50. This would allow people to purchase "many" Crucible "ships" so people can connect them together and form the Array or "latticework" of Crucible(s) for larger repair projects ======================== Please Vote in the [POLL] and also vote in the Sister Thread on the RSI Forums. Add any comments or other ideas below - Thanks
  2. When you’re looking for a new fusion engine, there is no substitution for the high quality ArcCorp products. While many may view their employees as indentured servants, forced to live on the ArcCorp planet and use company owned stores, there is no denying that ArcCorp’s engines are the best around.
  3. See Link --- >> http://minus.com/mFHIHKxbAEKKU <<< WARNING SPOILER = since many of these are not suppose to be seen until S42 !!! ++ Note that CIG may not end up using all the Concepts..... but awesome concept art ~Mod note: added spoiler tags~
  4. Very exciting reveals from Foundry 42 in today's Wingman's Hangar for anyone interested in mining and how it might be realized in Star Citizen. Includes in-engine mining platform fly-through and new information about mining "drones." Segment begins at 4:46. http://youtu.be/fllp5o5Qkq0?t=4m46s Some Eye Candy: Shubin Mining Base Mining Booms Details View Silhouette View Mining Lasers Operating Asteroid Tether Concept Mining Robot Concept All the newly released concept art can be found here: https://robertsspaceindustries.com/comm-link/engineering/13585-Gallery-Squadron-42-Concept-Art
  5. Today we’d like to share some concept art for the Terra landing zones. Terra Prime is currently being built in CryEngine by the team at voidALPHA in San Francisco, and you’ll be seeing some 3D assets in the near future! For now, here’s some of the concept art they came up with for the look the finished product will be seeking. This concept art shows the concourse and landing area for Prime, Terra’s largest city and the most important landout in the system. Prime will serve as an important backdrop for some of Star Citizen’s backstory, as it begins to come into conflict with Earth.
  6. Anyone who played Wing Commander or Privateer remembers that bars are where pilots go to meet… and Star Citizen won’t be changing that tradition! Pictured here is the look-and-feel concept art for the Arccorp Bar in the Stanton System. The Star citizen universe will be full of places like this where you’ll meet fixers to get missions, overhear the latest rumors about the universe around you and enjoy a drink or two. These look and feel pieces are created to give level designers an idea of what the planets, stations and other areas they’re building are supposed to look like. they aren’t the final look of the game, but they’re a good example of what we’re striving for! CIG is closed Thursday and Friday for the Fourth of July holiday… but that won’t stop the Wingman! Be sure to check in Friday morning for a new Wingman’s Hangar, recapping the events of the 24-hour livestream with guest Michael Morlan.
  7. Greetings Citizens, We’ve had a lot of questions lately about Star Citizen’s character options — how much customization will there be, what kinds of clothing and accessories can they use and so on. We’ve been focusing on revealing ships, planets and systems lately, but work has continued on characters.Early in the campaign you saw the look for the UEE pilots and deck crews that will be appearing in Squadron 42… and now it’s time to start determining what humans will look like outside the military! Today we’d like to share some new “Bounty Hunter” concept art. This is artwork and not an in-engine render, but it shows you the direction we’re going for for player characters (and NPCs!) You can get an idea of the kinds of facial customization we’d like to allow, plus a sample of the sorts of armor, headgear and weapons you will be using. More than that, though, this piece shows off the look and the feel we want to get into the universe’s grittier corners, evolving realistic military gear to a logical 30th century version!
  8. $9.2 million! Support for the Aurora Sale has been astounding and there are still two days left. Get your Aurora LX or Starter Package while you can. New Concept Art Today we’d like to share some new concept art with you, fresh off the presses! As the team moves to start in-engine production of the star systems discussed during the pledge campaign, our concept artists are rapidly turning out ‘look and feel’ pieces of an increasingly diverse number of locations. We think these two show a good example of how broad the Star Citizen universe is going to be: First up is Tyrol, a red giant bordering Banu territory that is preparing to go supernova. We’re hoping Tyrol ends up being a great place to expand Star Citizen with live events, possibly chronicling tensions between humans and the Banu… or a disaster surrounding the effects of the nova on the inhabited planet. Many of our systems are planned this way, with room to expand and change for future stories after the game goes live. The Tyrol art is by Corentin Chevanne, whose work on Stanton you saw yesterday. And this is Beijing, the third landout city on Earth. Development subscribers got a sneak peak at Beijing in this month’s Jump Point, but this shot has changed radically even since that was published! New York is a good place to buy ships and see the sights, Moscow is a good place for upgrades… and Beijing is the home to Earth’s black market (among other things!) The Beijing art is by Josh Kao, who is working on both Earth and Terra! Fan Spotlight We were honored last week to have forum member Yoshi stop by the office. In addition to being a Star Citizen fan, Yoshi is a professional concert lighting director. He stopped in to see the office and share his technical expertise with us… and he was kind enough to offer the team VIP tickets to the Carrie Underwood concert he was lighting! Yoshi will appear on tomorrow’s Wingman’s Hangar, but we wanted to cut together a longer video about his visit for anyone interested in the more technical aspects of what he does: Wingman’s Hangar Be sure to tune in tomorrow for an all-new Wingman’s Hangar! We’re capping off Aurora sale week with a really big show: Chris Roberts will be on hand to answer your questions and you’ll hear all about Behaviour’s visit to Austin. That plus all the news and entertainment you can handle. Be there at 11 AM CST (-5 GMT)!
  9. Last week, we showed you the concept art for Moscow and explained that it was the first of three “mood pieces” done to try and figure out how Earth looks and feels in the 30th century. The team has gone back and forth until the tone and the overall atmosphere of the environment are right. The next step will be to create more concept art showing both the detailed “ground level” and a more distant “far away” view. The ground level shots will go into greater detail for the level layout and will help show modelers understand what assets we need and the designers how these assets will be laid out. For example, we’ll need to create specific ship dealers, guild halls and bars that you can visit when you land in New York… and we’ll need to design different hangars capable of hosing a variety of different player ships! We’re looking forward to sharing the rest of the process with you as it takes shape, but for now enjoy the New York skyline circa 2942:
  10. Greetings Citizens, We’re leaving you this week with the first piece of finished environmental concept art for Star Citizen. This is Spider, in the Cathcart System, which you may remember as one of the unlocks from the pledge campaign. When creating a location in Star Citizen, we first do a text description similar to those you’ve seen before: what’s in the system, what makes it unique, where would you want to land. We then turn it over to an artist who creates an initial “Look and Feel” environmental concept. We will then go back and forth until the team is happy with the piece—this could be two, five or twenty revisions! The Look and Feel concept is used to capture the overall mood and atmosphere we are looking to capture with each planet, but might not be completely representative of the finished, in-game level. After creating the Look and Feel piece, we will get additional artwork to further detail the architecture, props, details, and interiors of any shops and locations on the planet. After the concepts are finalized and approved, we use them to begin building the environment art assets in 3D, while the Design team uses the information in the concepts to begin working on level layout and design in the CryEngine. Spider is the first location we consider good enough to base the final game on… but many more are in the pipeline now! We’ll be sharing them with the community as they are approved, so you have plenty to look forward to in the coming weeks! Please be patient: Rome wasn’t build in a day… and neither was Terra!
  11. Greetings Citizens, Today we’re pleased to show you the very first concept images of a UEE Marine from artist Rob McKinnon! Chris Roberts showed these images–and some others, which will be revealed in the coming days–over the weekend at his SXSW panel. Check back later in the week to find out more about Chris’ panels!
  12. To give you a better idea of how the Cloud Imperium team creates a fighter, we thought it would be good to share some of the initial sketches that went in to designing the Vanduul fighter. After coming up with the idea for the ship, we asked Jim Martin to do the initial sketches. He came back with these varied ideas and we developed the fighter you see in the trailer from there! This is the kind of material you’ll find in the subscription program’s “Vault” feature–a look at ‘paths not taken’ as we create Star Citizen! http://www.robertsspaceindustries.com/vanduul-fighter-concept-art/
  13. A close look at Star Citizen’s concept art (art gallery) Check out the art for Chris Roberts’ Star Citizen online game, which has been in the works for more than a year.
×
×
  • Create New...