VoA Posted May 28, 2017 Author Share Posted May 28, 2017 https://www.artstation.com/artwork/1GxQ2 and some fan art.. Quette 1 Link to comment Share on other sites More sharing options...
VoA Posted June 9, 2017 Author Share Posted June 9, 2017 Mobi-glas UI looking sweet + New Stealth Takedowns from ATV Quette 1 Link to comment Share on other sites More sharing options...
AstroJak Posted June 9, 2017 Share Posted June 9, 2017 I still have dreams that they port all this mobiglass info over to a realworld app for my tablet so i can still be active even when im not at my computer.Sent from my LG-H812 using Tapatalk VoA 1 Link to comment Share on other sites More sharing options...
VoA Posted June 15, 2017 Author Share Posted June 15, 2017 Female Avatars Link to comment Share on other sites More sharing options...
VoA Posted June 24, 2017 Author Share Posted June 24, 2017 Quette 1 Link to comment Share on other sites More sharing options...
VoA Posted June 28, 2017 Author Share Posted June 28, 2017 Summary from Board Gamer Spoiler Character Pipeline & Creation Steps The Pipeline starts with the Character Concept Artists who create the 2d sketch, art or outline normally based on a brief. Then it will get laid out in 3d on a base model, they will look at the purpose & feel of what the character is supposed to convey. What armor do they wear, what weapons and attachments. Then a High Poly Sculpt will get created, which will go to Chris for approval. If approved the game asset topology will start to get worked out, this is the start of implementation of the model into the game. The Model will then get rigged (throughout the process, they have checks to make sure the model is suitable for rigging and would physically work). They skin it & make sure it moves correctly. They double check it all works together then move onto to loadouts. Assets, Clothing & armor are added & fitted together. And the correct items, gadgets and weapons are installed. There are differences between the characters they create for Star Citizen & Squadron 42, in SQ42 characters may have very specific roles, outfits, loadouts & only need to do those functions & use those items. In the PU players have to be able to do EVERYTHING which requires a lot more work. Armor, Clothes & Layers Some armor already incorporates fabric, like the sand nomads cloak, some armor might have a hood OR cape already as part of it. At the moment characters are layered with an undersuit, then armor, helmet, attachment points & laying more clothing on top of that separately does get complicated. In the future it’s possible that you will be able to layer clothing over armor like a robe, but currently unless it’s already part of the armor it’s not allowed. Their loadouts systems looks at player characters in a certain way: They start with a naked body, attach a mobiglas and a head. Then, are you equipping Clothing OR an Undersuit? The Undersuit will cover over all clothing & will allow you to equip armor. Armor is grouped into Legs, Torso,Arms & Helmet allowing you to customize your loadouts, Light, Medium & Heavy armor are very different sizes. Body parts have ports for the Clothing / Armor & more become available based on what you equip, holsters for pistols, gadgets, grenades, shotguns all for you to customize. So you’ll have to choose between CLOTHES OR ARMOR, tho some armor will, incorporate cloth into it. They can have armor that kinda looks like clothing too. But you can wear various different clothing together and it will layer that clothing. Once a helmet is attached to an Undersuit, that effectively makes it capable of EVA & surviving in space. Their armor & clothing culling & overlay system works out what it should show and not show when laying items. This helps with everything look realistic. Clothing and armor is simulated, they mark points where they want movement or weight, wrinkles & deformations. This makes it move correctly in EVA, zero gravity & when walking around and how it reacts to terrain. Female Model & Hair The female model can have long hair. They are working on it! They are working on how helmets will work with long hair. Hair will be weighted for physics too, zero g, ragdoll. There will be dresses. They have worked on beards for in game. They are looking forward to show off the improved Bishop Speech. Characters have been OR are being updated for all the new improvements. They haven’t really worked on other body hair, certainly nothing simulated. Tier Heads | 0-3 0 has the most detail, 3 the least BUT still extremely high quality. Tier 0s are reserved for super important characters like Gary Oldman & Mark Hamill. T1 just has less blend shapes & topology than T0. The little things add to the performances of the characters. They use wrinkle and blood maps to really bring them to life. Tools & Pipeline They are trying to unify the functionality of the in game loadouts with Maya, so that it’s much easier and quicker for artists to create and test things. They spend a lot of time creating tools & making processes as efficient as possible. Other Character Customization In 3.0 we will have lots of clothes, armor & colors to choose from. Multiple Heads & Faces, hair to customize. They are also looking at Color tinting on armor & clothing for the future. They don’t currently have a port for a specific separate cape for clothing / armor. There will be scars and blemishes, tattoos are also being planned and worked on. The backend work of having a robotic/bionic eye has been done, so you could have one in game, the same system could allow for robotic arms too. In the future there might be ports for concealed weapons. The Character Customization system uses the same topology for heads, it will moves the vertices around, but it allows them to standardize helmets and hair. The facial tech is some next level stuff! The system is called DNA internally. Environments may affect the look of characters in the future, they have a wear and tear system, BUT this is all still being worked on and developed. No Robots in SC at the moment - The Titan Suit is a big robotic suit they have been working on tho, but that is piloted. Link to comment Share on other sites More sharing options...
VoA Posted July 1, 2017 Author Share Posted July 1, 2017 Dawnfire Signal Flare Gun Sneak Peek (from weekly newsletter) Link to comment Share on other sites More sharing options...
VoA Posted July 21, 2017 Author Share Posted July 21, 2017 From ATV GeraldEvans 1 Link to comment Share on other sites More sharing options...
VoA Posted July 21, 2017 Author Share Posted July 21, 2017 Jumping in Low Gravity Link to comment Share on other sites More sharing options...
VoA Posted July 23, 2017 Author Share Posted July 23, 2017 Link to comment Share on other sites More sharing options...
Donut Posted July 23, 2017 Share Posted July 23, 2017 50 minutes ago, VoA said: I find it interesting that the Marines kept the same style cover while around the Army and being in I witnessed banana covers, berets and patrol caps, among many other uniform changes. Maybe CIG should take that into consideration and make military uniforms less traditional. Link to comment Share on other sites More sharing options...
FoxChard Posted July 24, 2017 Share Posted July 24, 2017 On 7/1/2017 at 4:21 PM, VoA said: Dawnfire Signal Flare Gun Sneak Peek (from weekly newsletter) OOohh baby. I gotta get me one of these nerf guns. 17 hours ago, Donut said: I find it interesting that the Marines kept the same style cover while around the Army and being in I witnessed banana covers, berets and patrol caps, among many other uniform changes. Maybe CIG should take that into consideration and make military uniforms less traditional. Agreed. I'll take it one step further. I kind of like the traditional sci-fi military aesthetic from films like Aliens, Avatar, Battlestar Galactica, and Starship Troopers, hell, even the Wing Commander movie, where military people have regular uniforms but they are worn in undisciplined ways. Its an easy way to make characters more relatable. Of course, if you're on the bridge, well, you'd better make yourself look snappy. Fizzlefuse and Donut 2 Link to comment Share on other sites More sharing options...
VoA Posted July 27, 2017 Author Share Posted July 27, 2017 Link to comment Share on other sites More sharing options...
Painmiester Posted July 27, 2017 Share Posted July 27, 2017 I tink there will be many bunny hopping face blasting peeps in sc42 Link to comment Share on other sites More sharing options...
Donut Posted July 28, 2017 Share Posted July 28, 2017 2 hours ago, Painmiester said: I tink there will be many bunny hopping face blasting peeps in sc42 With the stamina system planned, people will try doing that and then find out real quick that it won't work. It won't be like WoW where people are bunny hopping everywhere or CS:GO where people are doing 360 headshots and quick scoping. It will be a big divide to either, you really love the mechanic, or you absolutely hate it. We can also control the speed of our characters through the mouse wheel, and that should deter people from constantly wanting to spam the space bar while sprinting. GeraldEvans 1 Link to comment Share on other sites More sharing options...
VoA Posted August 24, 2017 Author Share Posted August 24, 2017 Railgun vs. Heavy Armor Marine Link to comment Share on other sites More sharing options...
VoA Posted September 1, 2017 Author Share Posted September 1, 2017 Link to comment Share on other sites More sharing options...
VoA Posted September 23, 2017 Author Share Posted September 23, 2017 Quette 1 Link to comment Share on other sites More sharing options...
Quette Posted September 24, 2017 Share Posted September 24, 2017 Don't like the helmet, but like everything else. Link to comment Share on other sites More sharing options...
Codryn Posted September 24, 2017 Share Posted September 24, 2017 I love that helmet man. Link to comment Share on other sites More sharing options...
Fizzlefuse Posted September 27, 2017 Share Posted September 27, 2017 On 7/24/2017 at 6:15 PM, FoxChard said: OOohh baby. I gotta get me one of these nerf guns. Agreed. I'll take it one step further. I kind of like the traditional sci-fi military aesthetic from films like Aliens, Avatar, Battlestar Galactica, and Starship Troopers, hell, even the Wing Commander movie, where military people have regular uniforms but they are worn in undisciplined ways. Its an easy way to make characters more relatable. Of course, if you're on the bridge, well, you'd better make yourself look snappy. On my Reclaimer, I don't really care, as long as you do your job... provided you at least wear some pants. I also recommend a space suit for EVA, but hey, if you want to be a rebel... Link to comment Share on other sites More sharing options...
CyberianK Posted September 27, 2017 Share Posted September 27, 2017 If you don't want to wear pants I really hope I can use Augmented Reality holograms from my mobiglas to make me pretend you wear pants. Painmiester 1 Link to comment Share on other sites More sharing options...
VoA Posted October 26, 2017 Author Share Posted October 26, 2017 Donut 1 Link to comment Share on other sites More sharing options...
VoA Posted January 12, 2018 Author Share Posted January 12, 2018 WEAPONS The FPS weapons art team completed the first art pass on the Gemini F55 LMG and the Torral Aggregate Kahix Missile Launcher. Meanwhile, the ship weapons art team finished the first pass art for the A&R Laser Cannons (Size 1-6) and the Gallenson Tactical Ballistic Gatlings (Size 1-3). The team has also been working on scripts and tools to help further speed up their art pipeline. One such script is a Ship Weapon Tool made to assist in the creation of modular weapons. This new tool creates a larger number of weapons in a short amount of time by allowing artists to preview different component setups in real-time and automates the export process directly to the game engine. All animation exports and engine related meta-files are handled by the script, leaving the artist to focus on making the art. Gallitin 1 Link to comment Share on other sites More sharing options...
VoA Posted June 8, 2018 Author Share Posted June 8, 2018 Link to comment Share on other sites More sharing options...
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