WEBVTT 00:00:00.576 --> 00:00:04.334 Sandi: 16 teams will be competing to have their spaceship immortalized - 00:00:04.334 --> 00:00:07.026 in the upcoming game Star Citizen. 00:00:07.026 --> 00:00:09.549 Last week, five teams qualified. 00:00:09.549 --> 00:00:12.197 This week, five teams will join them. 00:00:12.197 --> 00:00:14.848 Welcome to The Next Great Starship. 00:00:20.772 --> 00:00:25.777 Hi, everyone. I'm Sandi Gardiner, and this is the second episode of TNGS. 00:00:25.777 --> 00:00:31.893 This competition is about designing a starship for the upcoming space epic Star Citizen. 00:00:49.957 --> 00:00:52.949 Created by Chris Roberts. 00:00:53.226 --> 00:00:55.860 And our other judges: Mark Skelton. 00:00:55.860 --> 00:00:59.816 Mark: Art Director and style guru extraordinaire. 00:00:59.893 --> 00:01:01.134 Sandi: Sean Tracy. 00:01:01.134 --> 00:01:05.835 Sean: Crytek CryEngine evangelist - and the mean judge, apparently. 00:01:05.835 --> 00:01:07.400 Sandi: Chris Olivia. 00:01:07.400 --> 00:01:10.398 Chris O: Chief Visual Officer, Cloud Imperium Games. 00:01:10.398 --> 00:01:11.859 Sandi: And Chris Smith. 00:01:11.859 --> 00:01:13.441 Chris S: Lead Vehicle Modeller. 00:01:13.441 --> 00:01:18.570 Sandi: Now remember, to enter the competition teams had to design a gun. 00:01:26.769 --> 00:01:29.280 So we're going to do this again. We're going to see eight teams. 00:01:29.280 --> 00:01:31.935 You're going to vote on five: five are going to go through, 00:01:31.935 --> 00:01:34.300 and three are going to go into the Wildcard race. 00:01:34.300 --> 00:01:37.354 Are you ready? In the mood for judging? 00:01:37.354 --> 00:01:41.664 Alright, let's do this. Let's roll the first video. 00:01:44.357 --> 00:01:48.091 Alexander: Hello. I'm Alexander Lortkipanidze and I live in Georgia. 00:01:48.091 --> 00:01:49.812 I do modelling, I do texturing. 00:01:49.812 --> 00:01:52.885 I take pretty pictures and try to make them a reality. 00:01:52.885 --> 00:01:54.658 Andrew: Good time of day. My name is Andrew. 00:01:54.658 --> 00:01:58.030 Obviously enough, I'm also from Russia - from Vladimir, to be precise, 00:01:58.030 --> 00:02:00.153 a small city not far from Moscow. 00:02:00.153 --> 00:02:04.775 I'm a technical artist, and my specialization both generally and in this particular team - 00:02:04.775 --> 00:02:06.198 is to animate and integrate. 00:02:06.198 --> 00:02:08.280 I get a model and I make it breathe. 00:02:08.280 --> 00:02:11.190 Alexey: Hello. My name is Alexey Pyatov. I'm from Irkutsk. 00:02:11.190 --> 00:02:16.524 I deal primarily in concept art, and I normally specialize in sci-fi and game production. 00:02:16.524 --> 00:02:19.018 I'll be doing concept work and visualization. 00:02:41.114 --> 00:02:42.689 Sandi: Alright! Mark? 00:02:42.689 --> 00:02:44.029 Mark: I like that design a lot. 00:02:44.029 --> 00:02:46.067 This is one of my favorites from the competition. 00:02:46.067 --> 00:02:51.814 It's a great silhouette. I love the gas canisters that are just kind of stuck in the side. 00:02:51.814 --> 00:02:56.659 I love how the front kind of animates and turns, and then when it stops, 00:02:56.659 --> 00:02:59.910 I like how it kind of opens up a little bit. That feels really cool to me. 00:02:59.910 --> 00:03:04.983 Feels almost like a swordfish. It has that kind of long piercing nose on it. 00:03:04.983 --> 00:03:10.563 I think it's weighted really well, and I think the textures and how they implemented it are really nice. 00:03:10.563 --> 00:03:12.944 So, it's one of my favorites. Chris O: I concur. 00:03:14.497 --> 00:03:16.936 Sean: Yeah. Chris S: Agree with everything. Yeah. 00:03:16.936 --> 00:03:18.924 Sean: Actually, I agree completely, as well. 00:03:18.924 --> 00:03:23.026 It does look like a render in the end, but I mean it's a really good design. 00:03:23.026 --> 00:03:25.168 Mark: Even the concept work, man. 00:03:25.168 --> 00:03:27.611 Sean: Yeah, the concept artist work, the stuff that he was showing on screen there. 00:03:27.611 --> 00:03:30.416 Mark: Amazing stuff. Some of the best I've seen. 00:03:30.416 --> 00:03:32.243 Chris R: I like it. It's definitely one of my favorites. 00:03:32.243 --> 00:03:34.828 It's got the right amount of detail. 00:03:34.828 --> 00:03:37.355 It has a sense of weight. It looks interesting. 00:03:37.355 --> 00:03:40.022 I like the way it sort of closes in and opens up. 00:03:40.022 --> 00:03:42.188 You can see the execution on the concept. 00:03:42.188 --> 00:03:45.469 You can see the modeling, the detail in the modeling, the texturing. 00:03:45.469 --> 00:03:49.913 Pretty much all phases with the possible exception of in-engine implementation. 00:03:49.913 --> 00:03:51.835 That's some of the best work we've seen. 00:03:51.835 --> 00:03:56.645 That work's as good as anything that we would probably outsource to be in the game. 00:03:56.645 --> 00:03:58.134 Chris O: That's a great example of, like, 00:03:58.134 --> 00:04:02.648 doing really, really good concept and following it very, very closely. 00:04:02.648 --> 00:04:04.520 Sandi: Alright, well - a lot of love for this team. 00:04:04.520 --> 00:04:05.711 Have we got any negatives? 00:04:05.711 --> 00:04:08.054 I mean, questionable on in-engine, so? 00:04:08.054 --> 00:04:09.837 Sean: Just not sure whether it is or not. 00:04:09.837 --> 00:04:12.366 And if it is, that looks fantastic. 00:04:12.366 --> 00:04:13.412 But I'm not sure it is. 00:04:13.412 --> 00:04:19.560 Mark: If they did implement it in the engine, it would be nice to have maybe the metals be more metal. 00:04:19.560 --> 00:04:23.603 I mean, it looks like there's like a powder coat on it right now, which is cool, 00:04:23.603 --> 00:04:30.345 I dig that, but maybe have some spots that have variation in spec and gloss, that would've been nice. 00:04:30.345 --> 00:04:33.176 Chris S: My only comment would be, when the front barrel animates, 00:04:33.176 --> 00:04:37.355 it kind of looks like a cake mixer a little bit. 00:04:37.355 --> 00:04:40.929 I mean, I love the textures and modeling, too. It's a great gun. 00:04:40.929 --> 00:04:42.762 Sandi: Let's roll the next one. 00:04:43.116 --> 00:04:45.789 Benjamin: Greetings! My name is Benjamin Turner. 00:04:45.789 --> 00:04:47.192 I live in Mesa, Arizona. 00:04:47.192 --> 00:04:50.161 Being the only member on team Belafonte, 00:04:50.161 --> 00:04:58.119 all of the roles that are needed for the competition kind of fell on my lap. 00:04:58.443 --> 00:05:01.231 So, this is my entry for the competition, in-engine. 00:05:01.231 --> 00:05:05.277 But let's fire up the particle system and animation, so you can see it in motion. 00:05:05.277 --> 00:05:09.805 It's a little bit less outstanding without any sound effects, 00:05:09.805 --> 00:05:14.422 I'm sure it'd be a lot cooler with that "pew-pew, pew-pew, pew!" 00:05:19.392 --> 00:05:21.876 Sandi: Okay, well. In-engine? 00:05:21.876 --> 00:05:23.291 Sean: Yeah - absolutely. 00:05:23.291 --> 00:05:25.467 And definitely one of my favorite in the competition. 00:05:25.467 --> 00:05:31.020 It's a unique design, yet it looks very utilitarian - but I guess it would be anyways. 00:05:31.020 --> 00:05:34.881 And the in-engine implementation looks fantastic. I love the counter-rotation on the barrels. 00:05:34.881 --> 00:05:38.291 And the variation in material across that. It's really well done. 00:05:38.291 --> 00:05:39.720 Sandi: Chris, your opinion? 00:05:39.720 --> 00:05:45.348 Chris O: I liked it. It was an overall nice design, it looked pretty powerful, beastly. 00:05:45.348 --> 00:05:48.547 I think it could've had a little bit more alien fluid tech to it. 00:05:48.547 --> 00:05:49.591 Sandi: So Chris, what did you think? 00:05:49.591 --> 00:05:51.574 Chris S: Overall design of the gun was good. 00:05:51.574 --> 00:05:57.583 I think I agree with Chris, it could've used a little more alien manufacturing technology in there. 00:05:57.583 --> 00:06:01.959 It sort of looked only man made with human technology. 00:06:01.959 --> 00:06:06.655 And it looked a little bit similar to our gatling gun, that we already have. 00:06:06.655 --> 00:06:11.313 But I thought the texturing was pretty decent, the modeling was good. 00:06:11.773 --> 00:06:15.874 Implementing was good. It could use a little bit more work, though. 00:06:15.874 --> 00:06:17.513 Sandi: Mark, give us your opinion. 00:06:17.513 --> 00:06:20.412 Mark: The top cowling part was... 00:06:20.412 --> 00:06:23.385 It looked like there was some modeling problems with it on the top. 00:06:23.385 --> 00:06:28.854 It probably should be broke up a little more as far as that top cowling, specifically. 00:06:28.854 --> 00:06:35.295 But I love that, like, circular design on the back. It's almost like a tommy gun, you know, 00:06:35.295 --> 00:06:37.718 except it's around the back, which is cool. 00:06:37.718 --> 00:06:43.964 Really big, beefy gun. I like that, it feels like it's heavy and could really throw some lead. 00:06:43.964 --> 00:06:49.742 Chris R: I would definitely say it's pretty impressive that you had one person do that concept - 00:06:49.742 --> 00:06:54.698 and model it, animate it, put it in engine, do the particle effects. 00:06:54.698 --> 00:06:57.079 I did like something about the sort of stubby feel of the gun, 00:06:57.079 --> 00:07:00.961 because a lot of the guns we've had have all been very long. 00:07:00.961 --> 00:07:04.047 I liked the animation, I though it was really nice. 00:07:04.047 --> 00:07:05.817 It was pretty impressive. 00:07:05.817 --> 00:07:08.960 Sandi: Varied thoughts on that one. Let's roll the next one. 00:07:09.114 --> 00:07:11.056 Aeron: My name is Aeron Miles, 00:07:11.056 --> 00:07:12.796 I'm a 3D generalist, 00:07:12.796 --> 00:07:15.048 and I'm based in Surrey near London. 00:07:15.048 --> 00:07:18.272 I studied computer games design at university, 00:07:18.272 --> 00:07:20.685 although, I didn't go into the games industry. 00:07:20.685 --> 00:07:23.631 Currently I'm doing offline animation. 00:07:23.631 --> 00:07:27.826 I'm working on this project alone, so I'm covering the whole gamut. 00:07:48.323 --> 00:07:49.423 Sandi: Alright, well. 00:07:49.423 --> 00:07:50.347 Mark: Alright, who's going to say it? 00:07:50.347 --> 00:07:51.326 Sean: Who's going to say it? 00:07:51.326 --> 00:07:52.518 Mark: Who's going to say it? 00:07:52.518 --> 00:07:54.430 Chris R: What, looks like an air blower? 00:07:55.107 --> 00:07:56.526 Mark: Exactly. 00:07:56.526 --> 00:08:00.534 That's the most bad ass leaf blower I've ever seen in my life. 00:08:00.534 --> 00:08:06.877 The design, like, it's so much that, that your brain can't snap away from that. 00:08:06.877 --> 00:08:08.396 It's just, that's what it is... 00:08:08.396 --> 00:08:11.820 Chris R: Although, to be fair, I actually... 00:08:11.820 --> 00:08:14.207 Someone that grew up in England, I don't think you actually have leaf blowers in England. 00:08:14.207 --> 00:08:15.652 I've actually never seen them. 00:08:15.652 --> 00:08:18.922 I only ever saw a leaf blower when I first came to America. 00:08:18.922 --> 00:08:20.985 I think it's a complete American thing. 00:08:20.985 --> 00:08:25.264 Because it's like, we'll blow somewhere else and someone else can do the... 00:08:25.264 --> 00:08:28.793 I have to say I quite liked it, and I thought it was kind of nice when he put it on the Hornet, 00:08:28.809 --> 00:08:30.754 so you could actually see it mounted on the ship. 00:08:30.754 --> 00:08:32.871 It was sort of interesting because it wasn't the same as all the other ones, 00:08:32.871 --> 00:08:36.876 where it sort of feels like everyone kind of does some variation of a gatling gun. 00:08:36.876 --> 00:08:38.604 So I was actually quite impressed with it. 00:08:38.604 --> 00:08:43.395 I did think leaf blower, but I will say, he's English - we don't have leaf blowers in England. 00:08:43.395 --> 00:08:45.442 Mark: We give him a pass on the leaf blower? 00:08:45.442 --> 00:08:48.385 Chris S: I thought it was actually executed fairly decently. 00:08:48.385 --> 00:08:51.548 The modeling looked good and clean. 00:08:51.548 --> 00:08:56.106 And the texturing, I mean, it wasn't that roughed up look, it was sort of basic. 00:08:56.106 --> 00:08:58.794 Design wise it's not my favorite. 00:08:58.794 --> 00:09:01.112 Sean: Yeah, I would've liked to see a little more in in-engine. 00:09:01.112 --> 00:09:02.738 Not just the screenshot on the ship. 00:09:02.738 --> 00:09:06.998 I mean, that did save it for me, because it does look like a... 00:09:06.998 --> 00:09:10.667 It's a strange mix of materials on it. They don't look like they belong together. 00:09:10.667 --> 00:09:12.279 Sandi: Chris, you want to weigh in? 00:09:12.279 --> 00:09:14.185 Chris O: When I first saw it, I didn't like it at all, 00:09:14.185 --> 00:09:17.237 and then this was one of the ones that sort of grew on me a little bit. 00:09:18.099 --> 00:09:20.106 Just the unique design. 00:09:20.106 --> 00:09:24.068 Like Chris said I thought it was well modeled and put together. 00:09:24.068 --> 00:09:30.989 I agree that the color and the textures, and the color palette, seemed off putting for some reason. 00:09:30.989 --> 00:09:36.435 But I think it's a really... The way it's mounted on the ship, it's kind of a unique sort of take on it, so. 00:09:36.435 --> 00:09:43.902 Sandi: Okay, so, if a design looks very similar to a leaf blower or a hair dryer, 00:09:43.902 --> 00:09:46.732 is this negatively affecting the design? 00:09:46.732 --> 00:09:48.739 Mark: I think it does hurt the design a little bit. 00:09:48.739 --> 00:09:53.217 Because once you see it, you can't unsee it. So... 00:09:53.217 --> 00:09:55.035 Every time you look at it, that's what it is... 00:09:55.035 --> 00:09:56.145 Chris O: Just like that shirt. 00:09:56.145 --> 00:09:59.055 Mark: ...and it sticks out. Yeah - like my shirt. 00:10:00.500 --> 00:10:03.439 Chris O: It's nice sometimes to take shades from real life - 00:10:03.439 --> 00:10:05.309 and integrate them, and incorporate them into something, 00:10:05.309 --> 00:10:07.234 because it's something that we can sort of relate to. 00:10:07.234 --> 00:10:09.216 And it's usually... 00:10:09.216 --> 00:10:14.481 Small objects in the real world kind of translate in really a cool way to different things, 00:10:14.481 --> 00:10:21.648 but if it's too literal, then it will take you out of the fiction of it. 00:10:21.648 --> 00:10:25.486 Chris S: I think this gun could be helped with maybe perhaps like different materials, 00:10:25.486 --> 00:10:29.320 different color, and stuff like that, to integrate it into a ship. 00:10:29.320 --> 00:10:34.757 I mean, you can get away with a certain shape, like Chris Olivia says. 00:10:34.757 --> 00:10:41.321 But I think everything like the color and everything, and the decals on it, it kind of made it more close... 00:10:41.321 --> 00:10:46.399 It just kind of read like hair dryer or something like that. 00:10:46.399 --> 00:10:47.506 Chris R: There's pros and cons. 00:10:47.506 --> 00:10:50.602 I just thought it was interesting, because it tried to do something different, 00:10:50.864 --> 00:10:55.486 which is nice, because normally when you think "weapon", everyone sort of just goes one way. 00:10:55.486 --> 00:10:58.527 Mark: Yeah, he definitely gets props for uniqueness. 00:10:58.527 --> 00:11:01.400 It's definitely one of the more unique weapons that we've seen. 00:11:01.400 --> 00:11:05.152 Sandi: So, props for the uniqueness on this. We'll see if it gets into the final five. 00:11:05.152 --> 00:11:07.666 Let's look at the next one. 00:11:11.605 --> 00:11:12.820 Niklas: Hello. My name is Niklas. 00:11:12.820 --> 00:11:17.899 I'm 22 years old. I live in Hamburg, and I work as a 3D artist in the game industry. 00:11:17.899 --> 00:11:21.105 Malte: Hi, my name is Malte Resenberger. I'm 28 years old, 00:11:21.105 --> 00:11:25.154 and I came from Berlin to Hamburg because of my 3D job, 00:11:25.154 --> 00:11:29.517 and I've worked in the games industry for about six years. 00:12:01.858 --> 00:12:04.958 Sean: That's absolutely phenomenal, that particular design. 00:12:04.958 --> 00:12:08.269 I think the presentation in in-engine is fantastic. 00:12:08.269 --> 00:12:10.587 The material variation along it, the way the shot it... 00:12:10.587 --> 00:12:12.800 I mean, there are tiny critiques, like, 00:12:13.215 --> 00:12:15.817 don't have such a deep depth of field, you're going to get halos on your objects, 00:12:15.817 --> 00:12:19.061 and things like this - and they have a little bit of that, but I mean... 00:12:19.199 --> 00:12:22.343 All in all, I think this is absolutely one of the best ones. 00:12:22.527 --> 00:12:25.283 Mark: I like the gun in the front. 00:12:25.283 --> 00:12:31.555 I like the barrels in the front. I like the detail that they did. I like the nurnies. 00:12:31.555 --> 00:12:34.982 Chris R: But, like, the back doesn't feel like the front. Mark: The back just fell apart completely for me. 00:12:34.982 --> 00:12:37.709 Chris R: Sort of felt like they've got their crocodile skin going in the back... 00:12:37.709 --> 00:12:40.848 Mark: Yeah, the big, like, hexes - it's almost like they ran out of time and went, like, 00:12:40.848 --> 00:12:44.219 "screw it, we'll just put a big texture on there and go for it." 00:12:44.388 --> 00:12:47.361 They needed to break the back up more than it was. 00:12:47.361 --> 00:12:51.260 Because the front part, you could tell they spent a lot of time on. 00:12:51.260 --> 00:12:55.485 And I like the way that the integration is. With the design in the front barrels, 00:12:55.485 --> 00:12:59.226 the way that they fit together, look really nice, and there's a lot of nice detail there. 00:12:59.226 --> 00:13:03.298 Chris R: I agree with Mark. I sort of felt like the front was really nice, I liked it... 00:13:03.298 --> 00:13:07.447 And in the back, it just didn't have the same level of detail or interest for me. 00:13:07.447 --> 00:13:10.984 I, sort of, didn't necessarily like the pattern. It didn't feel like it fit the front of the gun, 00:13:10.984 --> 00:13:14.556 it sort of felt like they took two different guns and then glued them together. 00:13:14.556 --> 00:13:16.362 Mark: The way they broke it up was not... 00:13:16.362 --> 00:13:19.527 Chris R: Yes. I mean, in the engine it was great, implementation... 00:13:19.527 --> 00:13:24.974 There's a whole bunch of stuff that's really impressive, but design wise for me... 00:13:25.098 --> 00:13:27.734 Yeah, I sort of felt like someone has sliced and diced, 00:13:27.734 --> 00:13:31.230 and there was a cool gun on the front and there was something on the back that didn't fit with it - 00:13:31.230 --> 00:13:35.069 and also didn't seem to have as much time and attention spent to it. 00:13:35.485 --> 00:13:38.506 Sandi: Front vs. back, for you two. Chris O, what did you think? 00:13:38.506 --> 00:13:42.679 Chris O: Well, yeah, I think that it is very different and I found myself, just, 00:13:42.679 --> 00:13:46.518 "oh wow, the front is cool, and then just this big blobby thing in the back." 00:13:46.518 --> 00:13:50.816 I think if they took some of the elements and the shapes from the back, 00:13:50.924 --> 00:13:53.939 and, sort of like, used them in the front and vice versa. 00:13:53.986 --> 00:13:57.840 Maybe opened it up a bit and had some of the straight structure towards the back to, 00:13:57.840 --> 00:14:00.131 sort of, "cohesify" everything... 00:14:00.331 --> 00:14:02.673 Chris R: Maybe their idea was the back's the Xi'an, the front's the human... 00:14:02.673 --> 00:14:05.204 Chris S: Right, that's what I'm thinking. 00:14:05.204 --> 00:14:11.503 They kind of went very alien in the back and then very human made in the front. 00:14:12.148 --> 00:14:14.620 And I agree, they should probably mix it up a little bit more. 00:14:14.620 --> 00:14:18.570 I really... The front barrel design is one of my favorite of all the guns. 00:14:18.570 --> 00:14:23.263 I mean, the material looks great, that sort of glossy white paint job. 00:14:23.263 --> 00:14:25.984 The detail is great, and the logos. 00:14:25.984 --> 00:14:28.067 But yeah, the back kind of falls apart. 00:14:28.067 --> 00:14:31.533 Mark: For me, because it was so big - those hexes were so big - 00:14:31.533 --> 00:14:34.068 and they just kind of slapped it on there, 00:14:34.068 --> 00:14:39.402 it made the back part feel like a different scale than, like, the front part. 00:14:39.402 --> 00:14:41.441 You know what I mean? And that blew it for me too. 00:14:41.441 --> 00:14:43.683 Sandi: But an overall feeling? 00:14:43.683 --> 00:14:46.087 Chris S: It's a good gun. It just needs some work in the back. 00:14:46.087 --> 00:14:49.942 Sean: Their in-engine work is one of the best, too. 00:14:50.619 --> 00:14:52.545 Chris R: Definitely, I think it's good. 00:14:54.175 --> 00:14:58.228 Chris O: It's impressive that Brendan Fraser's doing this stuff. 00:14:59.028 --> 00:15:00.293 Chris R: He's multi-talented. 00:15:00.293 --> 00:15:01.294 Mark: He is. 00:15:01.294 --> 00:15:04.154 Sandi: A lot of likes from the judges, so we'll see how this goes. 00:15:04.154 --> 00:15:06.458 Let's look at the next one. 00:15:09.536 --> 00:15:14.480 Patrik: My name is Patrik, and I currently work as a lead artist in the games industry. 00:15:14.480 --> 00:15:17.389 On this project I'm responsible for modeling and texturing. 00:15:17.389 --> 00:15:21.848 Next up we have Peter, who also works in the games industry as a concept artist, 00:15:21.848 --> 00:15:27.560 and on this project he is responsible for all the concept art and the blueprints that we need. 00:15:27.684 --> 00:15:31.291 And last but not least, we have Gustav, 00:15:31.291 --> 00:15:35.175 who is currently working in the gaming industry as a VFX artist. 00:15:35.175 --> 00:15:40.313 He is responsible for all the visual effects and the CryEngine integration on this project. 00:15:40.313 --> 00:15:47.762 So right now two of us work and live in Malmö, Sweden, and one of us lives in Vancouver, Canada. 00:16:20.197 --> 00:16:23.338 Sandi: Chris Roberts, come on, tell us what your thoughts are. 00:16:23.338 --> 00:16:26.912 Chris R: They obviously been taught, they're in the game business, 00:16:26.912 --> 00:16:31.422 but I sort of feel like the gun's not doing much. 00:16:31.422 --> 00:16:34.762 It's pretty simple, the particle effects for me had more things going on than the gun. 00:16:34.762 --> 00:16:39.254 I mean the gun is sort of sitting there, its not really got that much detail into it, 00:16:39.254 --> 00:16:43.007 and it's not really animating that much, so I could see in it something that said 00:16:43.007 --> 00:16:49.661 "Well, there could be something cool," but I just feel like it's the initial sketch and hasn't gone beyond that. 00:16:50.891 --> 00:16:53.097 I don't know what it is, recoil, something. 00:16:53.097 --> 00:16:56.008 I mean if you're going to be animating, you're going to be showing particle effects, 00:16:56.008 --> 00:16:58.535 you should be showing how that gun's firing and moving. 00:16:58.535 --> 00:17:03.754 Sean: So full disclosure, I actually worked with Gustav on Crysis 2, and his job is actually a VFX artist. 00:17:03.754 --> 00:17:08.308 That's why all the particles and everything look phenomenal, because this guy is amazing at that. 00:17:08.308 --> 00:17:11.486 Chris R: I said they were good, I just think probably on the concept side they 00:17:11.486 --> 00:17:16.115 went for something too simple for the judge's taste here. 00:17:16.115 --> 00:17:23.010 Mark: The gun design, itself I think was lacking. The three little glowy bits around the side... 00:17:23.010 --> 00:17:26.010 Chris R: I wonder he liked glowy bits with that reason and rhyme. 00:17:26.010 --> 00:17:32.699 Chris S: Glowy bits. The thing that makes it look so simplistic is that it's all just one color, one hue. 00:17:32.699 --> 00:17:41.308 It's all very dark. I mean they put it in this jungle scene which kind of obscured a lot of it with the tree shadows hitting it. 00:17:41.308 --> 00:17:43.007 There's no texture break up. 00:17:43.007 --> 00:17:48.341 I mean you can get a lot of detail out of a gun that's not necessarily modeled really detailed, 00:17:48.341 --> 00:17:58.672 but extra detail by just breaking up hues and colors and this was just all sort of flat, one thing. 00:17:58.672 --> 00:18:03.835 Sean: Yeah, I really wasn't a big fan of the glow either. Just putting a glow on something doesn't really make it alien. 00:18:04.296 --> 00:18:06.309 Mark: Cylon. 00:18:06.309 --> 00:18:08.120 Sean: Oh, it's not glowing, it's just green. 00:18:08.120 --> 00:18:10.095 [Judges laugh] 00:18:10.095 --> 00:18:11.530 Sandi: Let's see who's next. 00:18:16.454 --> 00:18:19.422 Scott: Right now we are based out of Edmonton, Alberta Canada, 00:18:19.422 --> 00:18:21.639 and we really look forward to showing you what we've got. 00:18:46.010 --> 00:18:48.034 Sandi: So, Chris Smith, what did you think? 00:18:48.342 --> 00:18:55.783 Chris S: The design over all seemed very simplistic again, not a lot of level changes. 00:18:55.783 --> 00:19:00.888 It's all sort of very one level and just a couple of panel lines cut in. 00:19:00.888 --> 00:19:04.125 It's not the most interesting looking gun, silhouette wise. 00:19:04.125 --> 00:19:08.561 I thought the modeling was fine, and the texturing was actually ok too. 00:19:08.561 --> 00:19:11.928 I don't care for the orange tint much. 00:19:11.928 --> 00:19:13.182 Sandi: In-engine right? 00:19:13.182 --> 00:19:17.704 Sean: Yep, in-engine, in our forest SDK level, and for anybody showing stuff in the engine, 00:19:17.704 --> 00:19:22.719 you can get rid of that display info stuff, just, you know, you don't need all the debug text, just sayin'. 00:19:23.242 --> 00:19:24.422 Sandi: Chris Olivia? 00:19:24.422 --> 00:19:32.594 Chris O: Yeah, decently executed, but it, you know, like a lot of the other things, you've got this really long sort of 00:19:32.594 --> 00:19:41.131 straight, thin rotating barrel, and some of the shapes were interesting on it that I noticed in the flat shaded model, but it sort of got lost. 00:19:41.131 --> 00:19:44.864 Chris R: Yeah, the Max, when they were showing it in Max animating, 00:19:44.864 --> 00:19:47.640 looked a lot more interesting than what they put in the engine. 00:19:47.640 --> 00:19:50.113 I think that was because you could see the different parts. 00:19:50.113 --> 00:19:55.279 You could actually see the recoil where as once it got to engine I think it was just all straight orange. 00:19:55.279 --> 00:19:59.979 Sean: I think it lost a lot of thickness, especially along the barrel. I mean it looked really thin there. 00:19:59.979 --> 00:20:06.192 Mark: It has a real "Stealth bomber," flare about it. I think it's the angles that they picked. 00:20:06.192 --> 00:20:11.833 Like you know on stealth bombers they have the radar bouncing angles and the way that it's like super flat. 00:20:12.141 --> 00:20:19.567 I think that if you were to take this weapon and put it say on some stealth bomber looking plane, 00:20:19.567 --> 00:20:27.344 that it would look correct, but again, if you put this on like a Hornet, it's gonna look weird, it's not gonna look quite right. 00:20:27.344 --> 00:20:30.506 It's not to say it's a bad design, 'cause it's not a bad design, 00:20:30.506 --> 00:20:34.381 I just don't think it's a design that belongs in our universe, that's all. 00:20:34.381 --> 00:20:38.820 Chris R: Well for me it didn't, especially the final product in engine didn't capture me. 00:20:38.820 --> 00:20:43.347 It looked more promising earlier, I mean there's definitely some talent and skill there, 00:20:43.347 --> 00:20:48.849 but I didn't get an emotional connection to the gun the way that I would hope. 00:20:48.849 --> 00:20:52.658 Sandi: Well, varying opinions on that one too. Let's roll to the next one. 00:21:00.597 --> 00:21:04.764 Midris Vorslov: Hi, I am the conceptual designer of our team. 00:21:04.764 --> 00:21:08.756 Hello, I am the 3D modeler of our team. 00:21:08.756 --> 00:21:12.964 Hi there, I am a texture designer for this project. 00:21:13.825 --> 00:21:19.010 As you guess, my team consists of only one member, and this is me. 00:21:19.010 --> 00:21:25.100 My name is Midris Vorslov, I am 32 years old, I know you won't believe, but it's true. 00:21:25.100 --> 00:21:31.445 I live in Saint Petersburgh, my design idea is to make something opposite to the usual weapon. 00:22:00.093 --> 00:22:02.279 Chris S: Again, interesting design for sure. 00:22:02.279 --> 00:22:10.721 Very unique, I thought the execution was actually well done, the texturing, if you go up close was pretty good, 00:22:10.721 --> 00:22:14.651 the weathering was nice, but some of the colors I'm not too crazy about personally. 00:22:14.651 --> 00:22:20.057 And the design, although unique, I don't know, it looks like finger bones to me in the front. 00:22:20.057 --> 00:22:21.519 Sean: Yeah, that's what I was about to say. 00:22:21.519 --> 00:22:25.059 Chris S: Like it's sort of got a little bit of a tribal feel to them. 00:22:25.059 --> 00:22:29.177 Mark: That's like a fantasy gun, or like Dungeon, Dragons. 00:22:29.177 --> 00:22:30.305 Chris R: Warhammer 40k. 00:22:30.305 --> 00:22:32.144 Judges: or like Warhammer 40k. 00:22:32.144 --> 00:22:33.809 Mark: Yeah, it feels like it belongs in that universe. 00:22:33.809 --> 00:22:41.045 Chris O: Anything that, it looks like I can just snap off, and those little bones around it just sort of bug me a lot. 00:22:41.045 --> 00:22:45.509 I think he was trying to distract away from the bones with a lens flare half way through the video, 00:22:45.909 --> 00:22:48.096 and I didn't think that was necessary. 00:22:48.096 --> 00:22:49.227 Sandi: Sean, in-engine? 00:22:49.227 --> 00:22:54.491 Sean: Yeah, that was all in-engine, actually pretty well presented in-engine as well, he got real close in. 00:22:54.491 --> 00:23:00.096 The open design of the gun, though it was what he was going for, I'm not sure it really worked all together. 00:23:00.096 --> 00:23:05.235 And then you have like two different pieces. You have this front wide open piece, and then a weird shape in the back. 00:23:05.235 --> 00:23:09.063 Chris O: I think the bones would have worked better, well not bones, whatever they were— 00:23:09.063 --> 00:23:10.566 Sean: Carried all the way through? 00:23:10.566 --> 00:23:12.639 Chris O: Is if they didn't have a bone color too them. 00:23:12.639 --> 00:23:13.618 Sean: Yeah. 00:23:13.618 --> 00:23:16.263 Chris O: Like maybe if it was sort of a matte black. 00:23:16.263 --> 00:23:17.596 Sean: A matte black I was going to say. 00:23:17.596 --> 00:23:21.680 Chris O: Yeah, and like if it was reinforced either on the top so you had a thicker part and 00:23:21.680 --> 00:23:25.230 it seemed like it was more welded, it would have been more interesting. 00:23:25.230 --> 00:23:31.014 Chris R: I was torn on this one when I saw it because I definitely think it's props for trying to do something different. 00:23:31.014 --> 00:23:36.681 To not be the standard gun, and it kind of was going for an alien feel, 00:23:36.681 --> 00:23:40.674 although it's more Giger alien than it is what the Xi'an would be. 00:23:40.674 --> 00:23:44.847 When you go for that I sort of want to feel and understand how that gun works, 00:23:44.847 --> 00:23:49.100 so I didn't really understand how it was going to fire, 00:23:49.100 --> 00:23:53.347 like is it a rail gun that's accelerating something through that open track? What is it. 00:23:53.347 --> 00:23:57.182 Just something to help me understand why it's built that way. 00:23:57.182 --> 00:24:01.351 Those are the down sides, but I did like the attempt to do something new and I also thought the in-engine 00:24:01.351 --> 00:24:06.424 implementation was one of the better ones we had in terms of getting up close, seeing the texturing. 00:24:06.424 --> 00:24:10.514 It's not offline rendering, that's real time rendering on the system, so that was pretty good. 00:24:10.514 --> 00:24:15.416 So I think there's definitely talent there, I'm not sure that would be one of my picks for a weapon that I would 00:24:15.416 --> 00:24:21.262 want to see on a ship in Star citizen, but I think he's, all three of him are very talented. 00:24:21.262 --> 00:24:23.989 [Judges laugh] 00:24:24.882 --> 00:24:27.010 Sandi: But a quick yes or no? Props for doing something different— 00:24:27.010 --> 00:24:29.381 Judges: Oh yeah, props. 00:24:29.381 --> 00:24:33.792 Sandi: Because this basically, this is a very different video from a lot of the others we've seen. 00:24:33.792 --> 00:24:36.262 We'll see if that's enough to get through to the final five. 00:24:36.262 --> 00:24:39.847 Ok guys, we've only got one video left, so let's roll it. 00:24:44.094 --> 00:24:46.678 EP: I'm EPhalanx, also known as EP. 00:24:46.678 --> 00:24:50.595 I'm with team Tri-Tri, I'm from Boise Idaho, and it's my job to come up with 00:24:50.595 --> 00:24:55.100 the initial designs that are going to make up our concepts overall. 00:24:55.100 --> 00:25:02.048 3DVice: Greetings citizens, my name is Vice, I come from Brovming Croatia, and I am team Tri-Tri's 3D modeler. 00:25:02.817 --> 00:25:06.424 Gryphen: Hi everyone, my name is Gryphen, I'm from Aletha Kansas, 00:25:06.424 --> 00:25:13.118 and I am the CryEngine specialist and animator for team Tri-Tri. 00:25:41.489 --> 00:25:45.292 Sandi: Chris Olivia, as our Chief Visual Officer here at Cloud Imperium games, let's let you kick this one off. 00:25:45.292 --> 00:25:49.110 Chris O: I thought it was a nice design. The concept was pretty good. 00:25:49.387 --> 00:25:56.374 They could have done a little bit more with the materials, but I think overall it was pretty solid. 00:25:56.374 --> 00:25:57.425 Sean: Safe. 00:25:57.425 --> 00:26:01.680 Chris O: Safe, yeah, somewhat safe, not taking a lot of chances, but 00:26:01.680 --> 00:26:03.929 Sandi: Mark, you concur then? 00:26:03.929 --> 00:26:06.379 Mark: It's solid, and the textures are good. 00:26:06.379 --> 00:26:14.065 They have the talent to push themselves harder, and I think honestly if they would have just gone out of 00:26:14.065 --> 00:26:21.894 their safe zone a little bit and took some chances, I think this good gone could have been an amazing gun. 00:26:21.894 --> 00:26:25.368 Chris R: I thought it was, it had nice detail, the animation was good, 00:26:25.368 --> 00:26:28.872 and it was impressive that they put it on a Hornet and were flying around and shooting stuff. 00:26:30.441 --> 00:26:35.109 I do agree that the materials could do with some work, and the lighting could do with some work in that scene, 00:26:35.109 --> 00:26:36.685 they were probably hurt by the lighting there. 00:26:36.685 --> 00:26:40.225 So I think, I think they're a really talented team, you know, using the internet to 00:26:40.225 --> 00:26:47.599 work across geographic boundaries, Croatia and a couple places in America. But yeah, I think they're interesting. 00:26:47.599 --> 00:26:57.129 I like the design because, definitely it had the weapon feel, it didn't feel exactly like everything else, but it had, 00:26:57.129 --> 00:27:01.041 it sort of felt familiar but also felt like it was slightly different to me. 00:27:01.041 --> 00:27:03.714 There were some of the details on the weapon at the end and in the front, 00:27:03.714 --> 00:27:08.375 the way they handled the muzzel area and the back, it was sort of visually interesting to me. 00:27:08.375 --> 00:27:10.930 Chris S: I thought it actually integrated well with the ship. 00:27:10.930 --> 00:27:11.781 Sean: Yeah, it did. 00:27:11.781 --> 00:27:18.675 Chris S: And it looked like one of the weapons, I mean style, general style wise that we already have. 00:27:18.675 --> 00:27:21.106 So yeah, it was definitely very solid in that way. 00:27:22.029 --> 00:27:26.560 A little bit more love on the texture and color maybe, but everything else was great. 00:27:26.560 --> 00:27:30.265 Sean: Yeah, something really cool about it was when he was demonstrating the gun, 00:27:30.265 --> 00:27:33.762 there was this bright purple background, and all of that was actually in-engine. 00:27:33.762 --> 00:27:40.696 And he even did all the, sort of 'flash' stuff right in-engine, so that's really, it takes some know-how to do that. 00:27:40.696 --> 00:27:42.327 That's pretty impressive. 00:27:42.327 --> 00:27:48.513 I think I know exactly what he's going for which is having that alien shell of a weapon, with a human interior stuck into it. 00:27:48.513 --> 00:27:52.224 Because it shows it off really nicely when it's up on the Hornet sideways right, 00:27:52.224 --> 00:27:55.555 because you've got this hole where you actually see the weapon firing through, 00:27:55.555 --> 00:28:00.970 but it really looks like it's some sort of alien cowling around a human weapon. 00:28:00.970 --> 00:28:02.896 Yeah, I really like this one. 00:28:02.896 --> 00:28:07.428 Mark: Yeah, it does integrate well with the ship, I'll give him that, it just like, 00:28:07.428 --> 00:28:10.970 maybe a little bit of silhouette break-up would have been nice. 00:28:10.970 --> 00:28:14.378 Sandi: Sounds like a team with talent that you guys could work with basically. 00:28:14.378 --> 00:28:19.223 Chris R: I think pretty much everyone that has stuff has talent, and some of out critiques are based upon, 00:28:19.223 --> 00:28:23.348 we have a different view of how things should look in the world than the person, 00:28:23.348 --> 00:28:28.856 but we haven't had a chance to even work with them. So a lot of times in this, direction makes a big difference anyway. 00:28:28.856 --> 00:28:35.433 So I think it's amazing the amount of talent. Last episode, this episode, the next one, 00:28:35.433 --> 00:28:40.066 it was hard getting down to 24, so it's going to be hard getting to 16. 00:28:41.019 --> 00:28:44.435 Sandi: Ok judges, you know what time it is, it's voting time. 00:28:44.435 --> 00:28:50.642 So you know how it works, send me your top five, I'm going to tally them up, top five go through. 00:28:51.042 --> 00:29:05.409 [Time passing music] 00:29:12.425 --> 00:29:13.634 Chris R: Ok, I sent it to you. 00:29:13.634 --> 00:29:16.768 Sandi: That's, that was fast. Speedy. 00:29:17.906 --> 00:29:19.910 Chris R: Well, I know what I like. 00:29:21.817 --> 00:29:25.683 Sandi: Alright guys, well the results are in, and it seems to me that you're all on the same wavelength. 00:29:25.683 --> 00:29:27.175 Chris R: Alright. 00:29:27.175 --> 00:29:30.885 Sandi: Because we've got four teams who have five votes each. 00:29:30.885 --> 00:29:38.628 And those teams are: Troyka, team Belefonte, VisionCut, and Tri-Tri. 00:29:38.628 --> 00:29:43.905 And I'm sorry to say that Sakura Moon and To the Stars and Beyond got zero votes. 00:29:43.905 --> 00:29:47.871 Which leaves us with team AEM or team Catapult. 00:29:47.871 --> 00:29:54.428 This is a really close one, so I'm going to get you guys to judge this out live and you can give us your 00:29:54.428 --> 00:29:57.379 thoughts on each team and why you chose the one you chose. Mark. 00:29:57.379 --> 00:30:05.019 Mark: I chose Catapult because, [Sigh], I just, I mean the hairdryer one, 00:30:05.019 --> 00:30:12.794 I like it, it's just I think the design is a little too weird for me. 00:30:12.794 --> 00:30:21.878 I like the clean of the Catapult desgin, it had some nice texture work, some nice nicks and stuff in it. 00:30:21.878 --> 00:30:26.717 The orange is not my favorite, but you know, maybe I can talk them into changing it. 00:30:26.717 --> 00:30:32.499 Chris R: Let's see, I went for AEM which is the hairdryer/leafblower— 00:30:32.499 --> 00:30:34.209 Mark: Always got to be different from me. 00:30:34.209 --> 00:30:41.348 Chris R: No, no, no, I would rather go for something that felt like it tried to to something unique and original, 00:30:41.348 --> 00:30:45.513 and I felt it was cool, and it kind of looked, when it was sitting on the Hornet. 00:30:45.513 --> 00:30:48.016 I would never have thought that thing would actually fit on the front of the Hornet, 00:30:48.016 --> 00:30:57.213 but it looked better on the Hornet than I thought it was. I just felt I wanted to give a nod there, and AEM would be good. 00:30:57.213 --> 00:31:00.105 I mean catapult was good too, but AEM got the vote from me. 00:31:00.905 --> 00:31:02.181 Sandi: One each, Sean. 00:31:02.181 --> 00:31:04.180 Sean: Yeah, for me it's Catapult all the way. 00:31:04.180 --> 00:31:07.082 First of all they're Canadian, they mentioned Alberta from my home town, 00:31:07.082 --> 00:31:08.379 [Judges laugh] 00:31:08.379 --> 00:31:10.885 so I've got to give them just that little couple more points. 00:31:10.885 --> 00:31:18.430 My mother's there. So it was animated in the engine, it was in engine, I didn't see the other one in engine really clearly. 00:31:18.430 --> 00:31:21.768 I mean yeah there was a screenshot, but there was nothing moving around. So yeah, Catapult all the way for me. 00:31:24.168 --> 00:31:27.263 Sandi: Alright, Chris, you could be the vote decider at this point. 00:31:27.263 --> 00:31:30.266 Chris O: I thought they were both very close. 00:31:32.204 --> 00:31:38.999 I think AEM had a sort of really interesting, bold take on it. 00:31:41.183 --> 00:31:48.823 Catapult at first I was sort of underwhelmed because it became sort of too muddy, but Mark convinced me, 00:31:48.823 --> 00:31:53.183 "Oh if it was on a stealth fighter, then it would fit a little bit better." 00:31:54.752 --> 00:31:57.348 So, I went with Catapult. 00:31:57.748 --> 00:31:59.233 Sean: Yes, rock on. 00:31:59.233 --> 00:32:00.637 Mark: Alright buddy. 00:32:00.637 --> 00:32:08.184 Sandi: Alright well, community, if you disagree with Mark, Sean, and Chris Olivia, then get in for the wildcard vote. 00:32:08.184 --> 00:32:09.983 Mark: I win, bam. 00:32:09.983 --> 00:32:11.763 Sandi: Next week's a big one. 00:32:11.763 --> 00:32:17.600 You're going to vote for your final five, and then the last three wildcard teams so that we can move on. 00:32:17.600 --> 00:32:19.553 We'll have 16 teams that go into create— 00:32:19.553 --> 00:32:21.558 Chris R: The Next Great Starship. 00:32:21.558 --> 00:32:25.959 And that's going to be the fun part, where we actually get to making the 00:32:25.959 --> 00:32:30.968 starship, spaceship, designing it, modeling it, texturing it, making it in-engine. 00:32:30.968 --> 00:32:38.047 Really looking forward to everyone here working with the talented people that we already have in our competition— 00:32:38.047 --> 00:32:40.104 Sandi: Give it up to the teams, go on. 00:32:40.104 --> 00:32:43.933 Judges: Great job. 00:32:43.933 --> 00:32:45.810 Chris R: So yeah, it's going to be fun, I'm really looking forward to it. 00:32:45.810 --> 00:32:52.018 Sandi: So tune in next Friday for The Next Great Starship. 00:32:52.018 --> 00:32:54.527 Sandi: Bye.