The Next Great Starship Episode 1.6 (English Subtitles)
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0:01 - 0:03Sandi: Phase 1 of the competition is underway.
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0:03 - 0:06Last week, the judges selected four teams to move on.
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0:06 - 0:12This week, more teams advance and more teams are cut on The Next Great Starship.
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0:53 - 0:57Hey, everyone. Welcome to episode 6 of The Next Great Starship.
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0:57 - 1:00We're here in Austin with all of our favorite judges.
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1:00 - 1:04Mark: Mark Skelton, art director here in Austin, Texas.
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1:04 - 1:08Dave: Dave Hobbins, a concept designer in Santa Monica's studio.
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1:08 - 1:11Chris R: Chris Roberts, project director of Star Citizen, head of Cloud Imperium Games.
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1:11 - 1:16Chris O: Chris Olivia, Chief Visual Officer for Cloud Imperium Games in Austin, Texas.
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1:16 - 1:19Chris R: Well, you're Chief Visual Officer, not just in Austin, Texas, but you are in Austin, Texas.
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1:19 - 1:23Chris O: Yay. Really? Alright. I didn't know that.
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1:23 - 1:26Chris S: Chris Smith, lead vehicle modeler for Cloud Imperium Games.
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1:26 - 1:28Dave: Pretty good. Yeah. Chris S: There you go...
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1:28 - 1:29Chris R: It's pretty awesome,
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1:29 - 1:32because we're finally getting to see the teams actually work on the spaceships,
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1:32 - 1:38and the concept phase is always the most interesting part of it.
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1:38 - 1:42We're also seeing these designs for the first time during the show.
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1:42 - 1:45In the past when we went through all the submissions,
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1:45 - 1:48we of course had to look at all the submissions, so we already gave our thoughts,
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1:48 - 1:53so we'd seen them, and now we discover the concept work as we're watching it.
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1:53 - 1:56And that's actually pretty interesting.
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1:56 - 1:59So yeah, it's fun and I'm looking forward to seeing what we see in this episode.
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1:59 - 2:03Chris O: It's a lot more exciting now that we're seeing the whole ship instead of just a weapon.
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2:03 - 2:04It's a whole new ball of wax.
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2:04 - 2:06Chris S: There's a lot of promise so far, too.
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2:06 - 2:08Sandi: Alright, guys. So, we're going to see five teams today.
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2:08 - 2:13Three of the teams are going to go through, and two of the teams are going to go into the Save Pool.
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2:13 - 2:19And they all got the mercenary gunship specs. Let's check those out.
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2:31 - 2:34Alright, guys. A lot's at stake. Are we ready, excited?
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2:34 - 2:37Chris S: Let's do this. I'm ready. Chris O: Ready and excited.
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2:37 - 2:40Sandi: Okay. Let's roll the first video.
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2:52 - 2:54Shimapan: When we first received our design brief for the competition,
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2:54 - 2:57the first thing I thought about immediately was the Mi-24 Hind,
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2:57 - 2:59because of its very similar role in history.
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2:59 - 3:03So, we started off with that and then we branched off.
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3:03 - 3:07We want to give the turrets as wide of a firing arc as possible,
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3:07 - 3:14so I tried to put them in a location on the ship where they had almost full hemispherical views -
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3:14 - 3:20from the ship partition. We thought also that it would be cool to have a drop pod that could detach -
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3:20 - 3:24and basically allow the ship to drop off the drop pod without slowing down.
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3:24 - 3:29Into the workflow, I did some ink sketches initially, then I did some drawing to Photoshop,
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3:29 - 3:33then I passed it back and forth between my team and I,
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3:34 - 3:41and after that I did a detailed paint over it trying to figure out what the final shape layout is going to be.
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3:41 - 3:43But we still had some issues with the shape,
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3:43 - 3:46and we had some design things that we weren't really happy about.
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3:46 - 3:50So, I think it wasn't until the concept art when we finally figured out -
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3:50 - 3:53what kind of engine configuration we wanted. So that was one thing.
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3:53 - 3:56We put together our final issue on iteration 1 of our concepts.
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3:56 - 4:00I really enjoyed the judges' feedback from last week. I just thought I'd let you know that.
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4:00 - 4:04And we hope to see you in the next part of the competition.
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4:05 - 4:07Chris S: There was a little...
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4:07 - 4:09Chris O: I don't have anything to curl. Chris R: That's not working. You can't do it...
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4:09 - 4:10Chris O: What do you want me to curl?
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4:10 - 4:12Sandi: Look, he doesn't need to curl.
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4:12 - 4:14Chris R: He doesn't curl water bottles.
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4:14 - 4:16Mark: Those are for wussies...
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4:16 - 4:18Sandi: Chris Smith, what did you think?
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4:18 - 4:20Chris S: So, I thought this was actually really good.
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4:20 - 4:25The design of the ship was cool. I thought everything - it seemed it was laid out pretty cool.
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4:25 - 4:31They had the two turrets; it looked like they have thruster placement in the right spots.
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4:31 - 4:39There was a diagram with a lot of little detail bits, which I wasn't able to read at this point...
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4:39 - 4:44It looked like it was very well thought out, and I thought the design was pretty cool.
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4:44 - 4:49Chris O: The only negative - it's a little bit, I think, over exaggerated in some places.
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4:49 - 4:54I think they can just tone it down as far as the boldness of some of it,
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4:54 - 4:57but overall it's just beautiful presentation and really nice design.
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4:57 - 4:58Chris R: I'm actually super impressed.
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4:58 - 5:04That's my favorite one to date, so far, of the concepts that we've had.
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5:04 - 5:10I'm impressed. They've only had, I think, 19 days from when we told them what the specs to do that.
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5:10 - 5:13I sort of like the feel of it. The rendering style was really nice.
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5:13 - 5:20I'd like to study some of this stuff a bit more, because I didn't see the front thrusters so much.
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5:20 - 5:22So I could see the back end, just how they would articulate...
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5:22 - 5:24Chris S: There was one on the nose, like, on the top.
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5:24 - 5:27Chris S: But yeah, I agree. Chris R: Yeah. So, I'd have to look to see if that was in there.
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5:27 - 5:31There was... The two manned turrets, although the one on the bottom was sort of flushed in there.
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5:31 - 5:33Pretty damn impressive. They get my vote so far.
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5:33 - 5:36Sandi: Alright. Thumbs up from the "Chris couch". What did you think?
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5:36 - 5:42Dave: I liked it a lot, too. I thought it was a kind of a daring design.
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5:42 - 5:46A little bit of Bird of Prey with the forward swept wings extending from the rear -
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5:46 - 5:50and the main fuselage, coming forward.
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5:50 - 5:55It's a bit of an ugly duckling in a way, but I like that about that,
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5:55 - 5:58because some of these things aren't attractive from the get-go...
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5:58 - 6:03They're very purpose built and things are added on and compartmentalized, and I like that.
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6:03 - 6:09It gave it a robust sort of feel. There are a lot of WW2 aircraft that aren't the sexiest things,
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6:09 - 6:14or the most streamlined, but they look like they can take care of the business.
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6:14 - 6:15Chris S: They grow on to you.
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6:15 - 6:20Dave: Yeah, exactly. They have a character of their own, and they become cool.
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6:20 - 6:22And I feel that this really has that potential.
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6:22 - 6:26I liked a lot of the surfacing, though I felt that there was almost too much,
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6:26 - 6:30and it felt a few pieces needed to be unified to move the eye around.
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6:30 - 6:34But other than that I thought fantastic job.
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6:34 - 6:40Maybe just refine a few of the motifs and the exhaust, and intakes, and other things like that...
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6:40 - 6:42Chris R: And I think of those...
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6:42 - 6:48I'd like to see maybe a little more insight or detail on how some of the pieces work.
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6:48 - 6:52I was mentioning the turrets - they look kind of flush.
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6:52 - 6:57How can I get a field of fire? Are they going to get in the way of other things?
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6:57 - 7:00Where are the landing gear? How does that deploy when you land?
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7:00 - 7:01Just that kind of stuff.
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7:01 - 7:03Chris S: Perhaps, once they do a pre-viz on the 3D,
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7:03 - 7:06they could do a little block-out animation that could be fleshed out a little bit.
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7:06 - 7:08Chris R: Yeah, but it's sort of super cool for me.
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7:08 - 7:10Dave: The turret behind the rear cockpit -
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7:10 - 7:15it seems like some of the muzzle flash would be right over your head,
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7:15 - 7:21so some little shielding there that maybe... The other rear guy doesn't need as much observability, but...
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7:21 - 7:25Mark: I like the broken neck. Like you're saying, it's kind of the ugly duckling,
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7:25 - 7:28but that makes me want to love it more.
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7:28 - 7:29Dave: Yeah.
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7:29 - 7:31Mark: You know. And I like the big engines.
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7:31 - 7:37They look like if you were standing in front of those things, you'd get sucked right in them and tore up.
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7:37 - 7:40Like, those things are huge. The paint job was really nice, too.
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7:40 - 7:42Chris S: Yeah. It had some good variation options.
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7:42 - 7:45Mark: Yeah. I liked the variation in it.
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7:45 - 7:50Yeah - it was weighted really nice, and it feels like in the back it's a nice chunk of ship.
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7:50 - 7:57And then you've got the neck that comes down, which just had a nice flow to it.
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7:57 - 8:01The detachable thing in the back, I haven't really seen that before.
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8:01 - 8:03Chris S: Yeah, it's kind of split up in the middle.
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8:03 - 8:10Mark: That's very interesting. I'd like to see more, maybe a block-out of that... How it would animate.
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8:10 - 8:14Like, click, click, things popping off and then it detaching.
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8:14 - 8:17Chris O: It seems like that's a sort of general theme of what we'd like to see more of. Stuff like that.
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8:17 - 8:20Chris R: Yeah, we want to see more on the concept stage,
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8:20 - 8:22where we understand how the functionality works.
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8:22 - 8:26Because I definitely even know on our internal development...
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8:26 - 8:31Our first stuff, we were designing it and going "oh yeah, that's cool," and then we get it in to the game,
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8:31 - 8:34and we're like "alright, how do you get in the ship?"
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8:34 - 8:37Or how do you see in the cockpit, or how the thrusters work.
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8:37 - 8:43So now we're very focused on not just the form of it, but the function of it.
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8:43 - 8:46It's different than games I've done in the past, where you could sort of cheat it.
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8:46 - 8:52In this one we sort of have to do the industrial design up front as well as the actual beauty design,
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8:52 - 8:52so to speak.
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8:52 - 8:56Mark: Yeah. I thought it was one of my favorites so far, for sure.
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8:56 - 9:00Sandi: Well, a lot of positive comments for this one, but the competition is tough.
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9:00 - 9:02Let's roll the next one.
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9:03 - 9:08Tallon: My first ideas was that it was going to have to be grounded in some kind of reality,
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9:08 - 9:14because the parameters were such that the dropship had to go through deeper atmosphere,
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9:14 - 9:19and land, obviously. So I thought it's going to have to conform to some kind of aerodynamics,
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9:19 - 9:23and dependent on what kind of planet it's going to be landing on.
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9:23 - 9:31The idea that I came up with in the end was a vehicle that drops from the underside of a mothership,
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9:31 - 9:35and then falls in free-form mode in a kind of blind state,
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9:35 - 9:39with a front heat shield over the main visor that's covered,
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9:39 - 9:47and then as it comes through the atmosphere, it then deploys its cannon arms.
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9:47 - 9:51It's called the Shadow Mantis ship. That was the name I eventually settled on,
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9:51 - 9:56and the reason why is because it has these praying mantis style arms that unfold from the side,
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9:56 - 9:57with cannons on.
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9:57 - 10:01One of the ideas that I had just randomly was this B.A.T unit.
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10:01 - 10:08Instead of having the troops be dropped into a combat zone from the ground,
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10:08 - 10:14they're actually dropped in from the air. So that means that you can potentially have more troops.
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10:14 - 10:19I hope you enjoy the concept art I came up with.
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10:19 - 10:21Sandi: David Hobbins, you want to kick that one off?
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10:21 - 10:27Dave: Sure. I thought the sketches were really fun,
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10:28 - 10:37and obviously pieced on a lot of thought into the utility and various aspects of it,
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10:37 - 10:45and even with the single person flight gear. I thought that was cool.
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10:45 - 10:47The design is interesting.
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10:47 - 10:53I feel like there needs to be a refinement on... Between the big shapes and the smaller shapes.
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10:53 - 11:00It was feeling almost handheld or toylike. That said, I think it's a pretty cool direction.
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11:00 - 11:03I just think it needs a little more refinement.
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11:03 - 11:04Sandi: Mark?
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11:05 - 11:11Mark: Yeah, I like it. It feels like a submersible to me. It has a very aquatic feel, which is interesting.
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11:11 - 11:16It looks like if you were to put some heavy fire on it that,
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11:16 - 11:22because of its shape, the shielding would glance off of it.
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11:23 - 11:31It almost feels like a special ops ship, something that would be designed for a specific type of mission.
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11:31 - 11:36I agree with David, though. Some of the bigger, bulkier bits that come out,
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11:36 - 11:43they seemed too big for what the size should be. Chris O: Like, where would they go?
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11:43 - 11:49Mark: Yeah, and where they go. It seems like that arm that came out,
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11:50 - 11:52it doesn't feel like it's flowing with the ship quite as well.
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11:52 - 11:58It seems like it should be integrated in a little better. But I do like the design.
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11:58 - 12:06It's very different than what we've seen so far. But yeah, I dig it.
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12:06 - 12:07Sandi: Roberts?
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12:07 - 12:11Chris R: I feel like it's a cool design for an atmospheric dropship,
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12:11 - 12:16but not particularly a great design for something that's in space.
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12:16 - 12:23Also, size wise feels too small for what the spec is. It should be carrying about 15 tonnes of cargo.
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12:23 - 12:25It's meant to have two manned turrets.
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12:25 - 12:29Essentially on that, there was this artillery piece that could, I guess, be manned by a crew,
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12:29 - 12:31and the other one was sort of an auto-turret on the side,
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12:31 - 12:33and I'm assuming there'd be one on the other side.
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12:33 - 12:35So, I do like that sort of shape.
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12:35 - 12:39There was a couple of shots in the concept that was on the left hand side, that looked kind of cool.
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12:39 - 12:45But primarily our game is going to be space, and then the ships can transition down into atmosphere...
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12:45 - 12:52So it has some work for me, before I would say "okay, that would work as a gunship as we're seeing it."
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12:52 - 12:56But I like the artistic style, and I like the idea of trying something that doesn't look like a...
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12:56 - 13:02Say, we all think "gunship" - we all think "Hind"; we all think that kind of stuff.
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13:02 - 13:04This definitely didn't have that feeling, and had some potential.
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13:04 - 13:07I liked the blast shield for re-entry and stuff like that.
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13:07 - 13:09Chris O: That was a really bold design.
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13:09 - 13:14I think they took a chance going with that simple sleek shape up front.
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13:14 - 13:20But in the end, I think it needs... I think if that can be the front piece of something bigger...
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13:20 - 13:23Chris R: Yeah. It needs more mass. But also just the engines, also.
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13:23 - 13:26I'm going, "where are the thrusters and the engine?"
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13:26 - 13:33Yeah, I think you're totally right, if you had the front piece as something on a bigger space gunship,
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13:33 - 13:34that'd be pretty cool.
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13:34 - 13:41Chris O: It could be cool that that maybe detaches from the rest of the ship at some point...
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13:41 - 13:46Overall, it had a lot of potential, and it was a really - like I said, it was a unique design.
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13:46 - 13:49Chris S: I agree. It seemed like it was like a half of a ship.
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13:49 - 13:52It was sort of the front and then it needed like a bigger back.
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13:52 - 13:56And yeah, it was probably too small for the specs that we have.
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13:56 - 14:04I did like that sleek design. It reminded of like some sort of automotive design, like, futuristic,
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14:04 - 14:08with that little black sleek cover that he had.
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14:08 - 14:13I actually do like it sort of hidden, and then the turret pops out, and then the other things pop out.
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14:13 - 14:16Chris R: Yeah. I like the idea of deploying turrets from something sleek.
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14:16 - 14:25Chris S: Seems like it needs some more. There is a little bit that it needs to push it that extra inch.
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14:25 - 14:28Sandi: Alright. So it sounds like brownie points for a bold design,
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14:28 - 14:32and maybe some work in creating more mass and sculpt for it.
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14:32 - 14:34Let's roll the next one.
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14:35 - 14:37Four Horsemen: Hey, everyone. This is Team Four Horsemen.
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14:37 - 14:43We ended up with ten thumbnails, and then we started cutting them up into pieces in Photoshop,
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14:43 - 14:47and basically sticking parts from one image into another.
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14:47 - 14:49With a basic shape for a ship in hand,
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14:49 - 14:56Tobias started refining the Frankenstein of thumbnails into more readable formats,
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14:56 - 15:02with me working the shapes, adding details, balancing out the shapes, all that stuff.
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15:02 - 15:09After that we made a very rough block-out to see if the shapes that we had in 2D also worked in 3D.
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15:09 - 15:14For the interior we wanted to have a bit more of a lived in feel,
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15:14 - 15:18because the crew lives there from day to day. It's their home.
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15:18 - 15:23So we wanted to have a small living area available to crew when they're not engaged in combat.
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15:23 - 15:25Have a bench or two,
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15:25 - 15:31and a table for mission briefings or just occasional poker playing between the crew, or whatever.
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15:31 - 15:35We also embedded a cargo crane in the back of the ship, into the tail...
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15:35 - 15:38(Judges: Wow. Nice.)
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15:38 - 15:44Here's the more refined concept that is based on the block-out, so they actually match,
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15:44 - 15:49which illustrates how we want to move forward with our ship design.
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15:51 - 15:54Sandi: Chris Roberts, I heard a lot of comments from you.
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15:54 - 16:00Chris R: Yeah. Actually this is my new favorite. I actually really... I really liked it.
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16:00 - 16:05I would say that my comments would not really be so much about...
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16:05 - 16:09It felt like a gunship to me. It felt really nice in some of those 3D views.
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16:09 - 16:15My questions and comments would be more down on the engines and the thrusters;
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16:15 - 16:16how they're moving and how they're working.
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16:16 - 16:22because I like those big, I think they're the thrusters or arms, on the side.
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16:22 - 16:28I'd have to actually spend some time and say where are the four TR3 engines in the back,
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16:28 - 16:31where are the four TR2 maneuvering jets in the front,
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16:31 - 16:34because it sort of felt like they combined some of those things. Maybe they didn't.
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16:34 - 16:38Chris O: Are your thoughts on those small thrusters on the engines on the side,
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16:38 - 16:42would they physically work in space as far as maneuvering it properly?
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16:42 - 16:46Or is it an amount of cheatability? Chris R: Yeah, yeah, yeah... It's not...
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16:46 - 16:48It's not the look of it. The look of it is cool.
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16:48 - 16:55I'm just talking about literally the physical... Because we are actually simulating these ships properly.
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16:55 - 17:02So, the thrusters have to be placed in the appropriate positions, that the ship can actually...
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17:02 - 17:04Because literally we'll put it into the engine,
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17:04 - 17:09and if we don't have our thrusters set up correctly, the ship won't fly properly.
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17:09 - 17:10Sandi: New favorite for you, too, Chris?
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17:10 - 17:12Chris O: No. It's close, though. It's up there.
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17:12 - 17:16It's a perfect example of how you've got to trust the process sometimes,
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17:16 - 17:22and how the process of concepting stuff out works as far as the initial silhouettes and sketches,
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17:22 - 17:24moving into blocking it out,
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17:24 - 17:30and then how really putting a thought into it can lead to a successful finished design.
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17:30 - 17:33And that definitely showed successful design.
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17:33 - 17:39Chris: Really the only comment or critique I would have would be - well for one,
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17:40 - 17:44figuring out where exactly the thrusters might be so it flies correctly...
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17:44 - 17:48But those big engines on the side, while they were cool and I like them,
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17:48 - 17:53would maybe work on a little bit more, because they seem a little bit too blocky.
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17:53 - 17:59The rest of the ship was a little bit more rounded, or whatever, and it had this cool shape language,
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17:59 - 18:06but these big things that felt like big nose pliers to me, when it kind of went together and up,
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18:06 - 18:12because they're so blocky and square. Maybe you could chamfer off one edge off of it or something.
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18:12 - 18:15Just to make it a little bit more cohesive with the rest.
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18:15 - 18:18Mark: I love the call-outs that he did for the interior. That was fantastic.
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18:18 - 18:22As far as what room goes where and how they all fit together.
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18:22 - 18:26You could tell he thought out, like, "okay, right behind the pilots would be the engine room,"
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18:26 - 18:30"so if something crazy happens, the engine room is right there."
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18:30 - 18:36It feels like kind of a Gundam ship to me, a little bit. With the way that those...
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18:36 - 18:37Chris R: You want it to transform?
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18:37 - 18:39Mark: Yeah, kind of a Transformer type ship.
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18:39 - 18:41Chris S: Like the legs and the...?
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18:41 - 18:42Mark: The legs of a Gundam ship.
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18:42 - 18:45Which is not bad. I mean, that's pretty cool.
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18:45 - 18:51The only thing that's kind of weird to me is that if you just glance at the ship,
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18:51 - 18:56it looks like a smaller ship than what it is. You know what I mean?
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18:56 - 18:59If you look at the cockpit, how big it is, compared to the rest of the ship.
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18:59 - 19:03Chris R: I didn't feel that. I felt like you definitely got the scale.
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19:03 - 19:09Mark: And that's minor, because if you're walking around that thing, you're going to see it in full scale.
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19:09 - 19:12Chris O: So was it the big plier things that made it feel small to you?
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19:12 - 19:19Mark: I think it was just the whole shape was kind of reminiscent of a fighter jet-ish, a little.
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19:19 - 19:22Just the hull, I'm talking about - how it kind of tapered off,
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19:22 - 19:28and you've got that fighter jet front that goes down into that cockpit area.
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19:28 - 19:31Chris S: Those big side things throw the scale off a little bit.
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19:31 - 19:37Because it's a big simple shape, and that kind of looks like it could be...
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19:37 - 19:42In manufacturing, it's hard to do big simple shapes like that without adding a lot of weight.
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19:43 - 19:50David:I thought it was an extremely communicative, clear, presentation. Obviously a lot of work went
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19:50 - 19:57into this. There was also a variety in illustration style. Some felt, even if they were digital, theey were still
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19:57 - 20:04cool "grey marker" artefacts and guache touches almost, at least, it evoked that for me
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20:04 - 20:10which was fun, it made the ovall presentation full of variety and interesting to look at.
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20:10 - 20:19Design-wise I thought it was pretty cool, that said, the large, what did you call them?
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20:19 - 20:26Chris S:Pliers. David:Pliers, whatever, garlic press, who knows what, those read as a much
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20:26 - 20:36smaller object than what they were, so for that I would say what you said about adding bevelled edges
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20:36 - 20:40add a little more sophistication, but also a secondary form...
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20:40 - 20:44Chris S:Break it up into smaller units.
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20:44 - 20:50David:Yeah, large complex things are rarely just boxes, other than skyscrapers, I can make
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20:50 - 21:02counter arguments, I think some, although I liked the surfacing and design, the graphic break up
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21:02 - 21:10of panels and thusters, it still felt slightly soft, slightly cartoonish in proportion, but I think when they
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21:10 - 21:15get into a more refinded modelling pass they are going to tighten up some of these edges
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21:15 - 21:18and it will come together great. So, really good job.
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21:18 - 21:24Sandi:Right, the competition seems to be getting tougher. A lot of love for this one, let's roll the next
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21:24 - 21:30I see the mercenary gunship as a viable, minimalistic, compact and very cost efficient ahip
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21:30 - 21:34As a style guide I used the already existing ships in the SC universe.
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21:34 - 21:39The floor of the cargo space has several purposes, it functions as the landing gear, but can also
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21:39 - 21:42be extended for cargo switching.
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21:42 - 21:46A thick main hull gives great armor for the crew and the ship systems.
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21:46 - 21:52The main challenge for me was to create the design only in 3D without a 2D concept in a short time.
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21:52 - 21:58For the gunship I decided to create a heavy hull design to ensure the ship would be able
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21:58 - 22:05to resist enemy gunfire. In front of the ship and at the rear there ia one manned turret seat.
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22:05 - 22:10When the gunship approaches for landing the wings rotate 90 degrees.
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22:10 - 22:17During the landing phase 4 small thrusters are placed near the cockpit for more stabilisation.
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22:17 - 22:25On both sides are doors, two for gargo and two for crew members.
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22:25 - 22:27Sandi:Chris O, what do you think?
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22:27 - 22:31Chris O:About what? Sandi:THAT what, Vision cut.
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22:31 - 22:38Chris O:It was, erm, ahh,it was kinda ugly. I'm trying to think whether it was ugly in a good way
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22:38 - 22:42or a bad way. Ahm, there was a lot of time spent making it all shiny with pretty lights,
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22:42 - 22:45not even pretty lighting but, just like, lights everywhere...
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22:45 - 22:50ChrisR:That last, or the second one, there's two concepts? Concept 1 and concept 2.
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22:50 - 22:51ChrisS:Which one do you like?
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22:51 - 22:58ChrisO:I liked-disliked both of them equally. I think if they think about the overall shape I think it
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22:58 - 23:01could be something a bit better. ChrisS:Silhouette?
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23:01 - 23:07ChrisO:All I see is an ugly ship, I don't like it.
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23:07 - 23:09Sandi:Chris Smith?
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23:09 - 23:15ChrisS:The first version I actually liked better than the second version, even though there was
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23:15 - 23:22something about it. The main thing that bothered me was that every shape in the ship was just huge.
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23:22 - 23:29There were no "big" and "small" parts to convey a sense of scale. Everything was big and it
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23:29 - 23:38looked cartoony. It looked like it was made for a Toy Story movie or something. ChrisO:Or Spykids
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23:38 - 23:43Mark:Buzz Lightyear would drive this ship.
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23:43 - 23:49ChrisO:If we were thinking that was his finished detail, or he was waiting to do more detailed
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23:49 - 23:54paintovers later. ChrisS:But even the general shapes, you want to have small and big variations.
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23:54 - 24:00Everything, even on the interior, he has these scurity bars that were like "THIS" thick around.
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24:00 - 24:02I mean, you want little detailed stuff.
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24:02 - 24:08ChrisR:I think on the second one it was much more guilty than the first one of scale.
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24:08 - 24:13ChrisS:One thing that was good about it was they thought about thrusters. The thrusters worked
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24:13 - 24:18that was a cool thing, they had some pre-vis animation, awsome, though I don't agree on
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24:18 - 24:24the first concept at least, where they had the whole ship lifting up on these little platforms.
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24:24 - 24:31I don't think if that is mechanically possible without huge hydraulic engines, it seemed fragile.
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24:31 - 24:38Some things I liked, some implementation on the technicality side of it, but overall, yeah,
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24:38 - 24:46the ship design was fairly ugly, the second design was very non-pleasing to the eye,
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24:46 - 24:50especially the silhouette with the wheels and landing gear out.
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24:50 - 24:59ChrisR:so, throw the second one out, but the first one I think would have some potential if it
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24:59 - 25:06was getting worked on. It was certainly stubby and ugly, but aggressive. It had those missiles
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25:06 - 25:11It had those guns, and I did like the thought put in to have the thrusters work, that's something we
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25:11 - 25:18need to have done. I totally agree with Chris in ters of the scale of stuff, those big thruster nozzles,
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25:18 - 25:26it was almost like all that was over-size, and it did feel like there was a little too much cut and paste
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25:26 - 25:33almost like, take constellation cockpit and add an element from another ship on the back, I feel it
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25:33 - 25:39would be better to have that unified, but I do not mind an ugly, functional, aggressive ship.
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25:39 - 25:48What they should do is take the first one, look at scaling stuff better...ChrisS:Refine some parts.
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25:48 - 25:52ChrisR:Everything looks blown up or over-exaggerated, but really embrace the
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25:52 - 26:00aggressive, stubby side, and I do agree that the whole, a cool idea, but I don't think it practical
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26:00 - 26:06the whole lift, with the base pushing up the ship.
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26:06 - 26:13ChriO:If there was more mass to those structures it might feel better, or you don't like the idea?
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26:13 - 26:18ChrisR:It just sort of feels...there was another element where the engines turned round
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26:18 - 26:23and they had skids on them, that looked like it might work. They would rotate round for VTOL
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26:23 - 26:30then in front you would have some similar thrusters rotating for VTOL and it would land.
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26:30 - 26:35That would be cool, then the base could just drop down like on the Constellation.
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26:35 - 26:39That would be fine, I just don't think landing on your belly then the belly pushing you up thing.
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26:39 - 26:42It just feels weird to me.
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26:42 - 26:44Sandi:David?
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26:44 - 26:48David:I really wish that, obviously this person is a competant modeller, has put a lot of time
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26:48 - 26:54into the presentation and rendering and the animation sequences, I wish I could take all that time out
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26:54 - 27:03and put it back into the core shapes and proportions of the design. I do think the first one id the one
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27:03 - 27:11to move forwards on, although I would work on the sort of F35 rear vector nozzle.
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27:11 - 27:16That, when animated in particular looked a little funny or odd.
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27:16 - 27:21ChrisR:Also probably not very efficient in how it works.
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27:21 - 27:30David:I mean, they do have it on a real jet, but I might consider putting a faring or sheilding piece
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27:30 - 27:39that articulates with those as they move to make that motion and silhouette more interesting.
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27:39 - 27:41Sandi:Mark Skelton?
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27:41 - 27:46Mark:I think, if you put a couple of balls inside this and a big handle on back, Fisher Price
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27:46 - 27:55would have a sweet toy. It's really stubby, and very Fisher Price, so if they took it and slimmed it and
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27:55 - 27:59pulled it a little bit, that might be a start of something cool, but.....
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27:59 - 28:07ChrisO:It's not the stubbyness. ChrisR:I think it's the fact you don't like that everything is big features.
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28:07 - 28:13Mark:Everything, especially with the landing gear, the gear was right here and the ship was here, this big
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28:13 - 28:21so instead of having it so wide, maybe thin it up and pull it this way a little bit. Definately the first
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28:21 - 28:23one was more interesting to me.
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28:23 - 28:30David:I wouldn't want to lengthen it, I'd want to keep it short, compace, like a flattened toad,
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28:30 - 28:37to me that says robust and compact, and it's easily manouvrable, something that spins on a dime
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28:37 - 28:44If they were to make it longer then it might suggest that it's faster or...
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28:44 - 28:46Mark:Maybe the thickness of the walls, I guess...
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28:46 - 28:50ChrisR:I think the thrusters, the engines, the little details, all the stuff that moved,
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28:50 - 28:55they were all just too big and over-scale, so add it together it looks weird.
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28:55 - 28:57ChrisS:They were all the same size.
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28:57 - 29:03Mark:I agree. Sandi:Well, concept 1 and a few reworks for that one. Here#s the last video
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29:39 - 29:45our concept artist Karnac is known for increbibly detailed clean concepts,
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29:53 - 30:01Mark:I mean Karnac, that guy is amazing, he is legendary, everything I have seen of his
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30:01 - 30:06has been amazing. The initial design, I like it, he has a lot of firepower on there obviously,
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30:06 - 30:15it's fantastic, he's thought through a lot of the systems and how they work together, which is great
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30:15 - 30:23again I want to see a kind of three-quarter view, I didn't get to see that, just the top and the side,
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30:23 - 30:31it was cool, I can see a lot from that, but I would like to see more of the detail work that he is
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30:31 - 30:33thinking of.
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30:33 - 30:40David:I like all the thought and the layout and package architecture, and this, that and the other,
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30:40 - 30:52but I might try to work th profile silhouette, the cockpit fuselage area, it felt a little rectilinear,
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30:52 - 31:00I felt it just.....I liked that, it felt very bold and distict, but that said I felt it needed a secondary shape
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31:00 - 31:10in the silhouette. It had a sort of retro feel, and in a good way, sort of paid homage to Ron Cobb and
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31:10 - 31:19Sid Meade and film like Alien. It had sort of an "Eighties SciFi" aesthetic about it.
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31:19 - 31:28I happen to like that aesthetic, I would just be careful, and maybe, I know this team is fully capable of
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31:28 - 31:34pushing it, and I would like to see it pushed. I saw some simalarities with the shuttle that
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31:34 - 31:40Sigourney's character... Mark:I was gonna say, that drop ship she had at the end of Aliens.
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31:40 - 31:44It had that triangular.... David:Now obviously they have done some new stuff to this, and
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31:44 - 31:51I'm making no suggestion that they are copying, it's just these things are all in our shared language
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31:51 - 31:56and when I see a team with this much talent I want to push them to go further.
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31:56 - 31:59Sandi:The Chris couch?
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31:59 - 32:04ChrisR:I liked the thinking and the approach that went into this. Talking out what they were thinking about
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32:04 - 32:10where they would place the guns, what it's function and role was going to be, so the general
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32:10 - 32:14layout and design I liked. I always go on about the thrusters because we need that for flight,
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32:14 - 32:18and you could see on their design that they had the front thrusters, here's where they pivot,
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32:18 - 32:24here's the back ones, and that is actually how it should work, so all those element were great.
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32:24 - 32:32I'm a little disappointed that they did not take it to the next stage that the Shimanpan and
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32:32 - 32:39Four Horsemen did, but I think knowing what they did on the gun and the talent behind them
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32:39 - 32:47and the form and the basics of thinking where the reactor and all the rest where, for me it puts
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32:47 - 32:54them up there, but I would want to see the concept finished out for me to put them at the front of
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32:54 - 33:01the line,but I know they have the talent to get there, they are on the right track, I would just like to see
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33:01 - 33:06more of the details. Huge amount of promise.
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33:06 - 33:15ChrisO:Yeah, I think we all see the potential with that team, I just wish it was developed further.
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33:15 - 33:24As far as their basic shape for the ship? I think to get it away from the Sigourney Weaver drop-ship
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33:24 - 33:31ther escape shuttle, whatever, and they might end up doing this it's such an early stage that maybe
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33:31 - 33:40he can break apart the big shapes in general, cut it open and see some interior to break
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33:40 - 33:42up the shape.
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33:42 - 33:50ChrisS:The weapon range was cool, I like when they do that, since it is a gunship, how much range do
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33:50 - 33:53you have with each gun to protect your ship.
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33:53 - 34:04I liked the shape language they have too, I felt the neck, from the side, was sort of dinosaur-ish
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34:04 - 34:13the neck and little head, but overall great potential, their concept artist is amazing.
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34:13 - 34:21Hopefully in the next iteration they can show us a little bit more.
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34:21 - 34:27Sandi:Alright guys, we had 5 quality teams today, and you know what time it is, Email me
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34:27 - 34:32your top three teams and I will tally the votes.
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34:34 - 34:39(plinky-plonky twee voting music)
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34:50 - 34:53Sandi:OK guys, result in, and two teams got 5 votes each.
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34:53 - 34:57Congratulations to team Shimapan and team Troyka.
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34:57 - 35:08Now, Vision Cut got no votes, which leaves 4 Hourseman and Tallon Corp. David Hobbins?
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35:08 - 35:20David:I voted for Tallon Corp. Although I think I was hard on it during my critique, that said
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35:20 - 35:29I feel it is more original, and I guess I'd like to see designers take risks and do something new
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35:29 - 35:38but they really have to tackle the obstacle of the size of it, it seems more a hand-held object.
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35:38 - 35:44If they can overcome that, and their explanations of why it is shaped that way because of the
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35:44 - 35:49heat shield and other things, I think it could be a really unique drop-ship.
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35:49 - 35:53Whereas the other was more fleshed out, lots of work, this was a tough decision for me by the way,
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35:53 - 35:58It just felt a little "safe" and conventional.
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35:58 - 36:03Sandi:Well I'm sorry David, Four Horsemen are moving on.
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36:03 - 36:07David:That's fine, I just wanted to give them a chance.
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36:07 - 36:16ChrisR:I think Tallon Corp was good too, I just, for me, Four Horsemen was more realised and
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36:16 - 36:24fitted the bill much better, so for me it would be Four Horsemen every day, though that's not
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36:24 - 36:31to say that Tallon could not turn around and change things with another pass at the design, which
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36:31 - 36:35I think the will have a chance to do in the save pool.
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36:35 - 36:41Sandi:The community gets involved once again at the end of phase 1, you guys will get to vote back in
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36:41 - 36:42two teams.
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36:42 - 36:47All the teams will get the judges feedback they will do another pass and put out their new video
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36:47 - 36:50and you guys get to vote two teams back in.
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36:50 - 36:54Alright guys, we have one more week, 5 more teams to look at...
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36:54 - 36:58All:WooHoo! Whoah! (laughs) More excitement!
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36:58 - 37:05ChrisR:This week was great, I thought the standard of competition was extremely high.
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37:05 - 37:12Super impressed. Last week was good, but I feel this week is ahead of what last week.
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37:12 - 37:17Really looking forwards to seeing next weeks, and then looking forward to seeing what everyone
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37:17 - 37:25does in response to our feedback, that's a really great test of a concept artist's skill
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37:25 - 37:31It's not just coming up with a design in abstraction, you come up with a design to fit some parameters
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37:31 - 37:38and whether it's a game or a movie or something like that, generally there is other creative feedback
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37:38 - 37:42and you have to respond and integrate that, and if you do a good job and do it well, that
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37:42 - 37:45is the sign of a really great concept artist.
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37:45 - 37:53Sandi:Alright, on that, next week it's the final round of the concept art phase, see you next Friday.
- Title:
- The Next Great Starship Episode 1.6 (English Subtitles)
- Description:
-
The Next Great Starship, the modding competition that gives fans a chance to create a space ship for Chris Roberts' upcoming epic space sim game, Star Citizen™, is about to get real for 16 teams!
------------------------------------------Roberts Space Industries is a spacecraft manufacturer within the persistent-world game "Star Citizen" and its companion single-player spaceflight sim, "Squadron 42." RSI is also your portal for information, updates, and purchases of your very own spacecraft with which to trade, plunder, and protect the citizens of Star Citizen.
Be sure to visit Roberts Space Industries here and on your favorite social platform:
RSI - http://RobertsSpaceIndustries.com
Facebook - https://www.facebook.com/RobertsSpaceIndustries
Twitter - https://twitter.com/RobertsSpaceInd
Google+ - https://plus.google.com/115090625624883320504/posts - Video Language:
- English
- Duration:
- 38:25
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markrb edited English subtitles for The Next Great Starship Episode 1.6 (English Subtitles) | |
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Specter edited English subtitles for The Next Great Starship Episode 1.6 (English Subtitles) | |
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Specter edited English subtitles for The Next Great Starship Episode 1.6 (English Subtitles) |