The Next Great Starship Episode 1.5 (English Subtitles)
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0:00 - 0:05Sandi: 16 teams have been working day and night on the concept art for their spaceship,
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0:05 - 0:08but will their creations be enough to impress the judges?
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0:08 - 0:14The competition is about to get very real on The Next Great Starship.
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0:58 - 1:02Hi. I'm Sandi Gardiner, and we're here in Austin, Texas,
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1:02 - 1:06which is home to one of Cloud Imperium's main development studios.
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1:13 - 1:18Austin, Texas is also home to some of our judges. Let's meet them again.
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1:18 - 1:19Mark Skelton.
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1:19 - 1:20Mark: I am Mark Skelton.
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1:20 - 1:28I am the art director here in the Austin CIG office, and I'm an amazing dresser, obviously.
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1:29 - 1:31Chris S: Style guru extraordinaire.
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1:31 - 1:32Mark: Still style guru.
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1:32 - 1:33Sandi: You lost the tag. Mark: I think I'm going to fly away here...
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1:33 - 1:34Chris R: Yeah, where is the tag?
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1:34 - 1:36Sandi: Yeah, where is that tag? Mark: Maybe I should wear them up like this...
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1:36 - 1:37The tag is gone.
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1:37 - 1:40Chris R: I think the tag was actually taking way too much screen presence away from you...
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1:40 - 1:45Mark: I think it was too. I think it was attacking my neck, is what was happening.
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1:45 - 1:47It was going to attach itself.
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1:47 - 1:53Chris R: So, I'm Chris Roberts, the project director and head of Cloud Imperium Games.
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1:53 - 1:55I don't live in Austin anymore, but I used to,
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1:55 - 2:00and it's actually where I created Wing Commander a long time ago, at a company called Origin,
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2:00 - 2:04and then later on started another company called Digital Anvil, where we did Freelancer.
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2:04 - 2:06It's a great town, has a huge amount of talent,
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2:06 - 2:10which is one of the reasons why we have one of our major development studios here,
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2:10 - 2:15and a bunch of really talented folks, of which some of them I worked with before.
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2:15 - 2:23Chris Olivia worked with me on Wing Commander and at Digital Anvil. So Austin's great. On to you, Chris.
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2:23 - 2:28Chris S: I'm Chris Smith. I'm the lead ship modeller, and I'm based here in Austin, as well.
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2:28 - 2:32Been living here for five years and I love it here.
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2:32 - 2:37Chris O: I'm Chris Olivia, and I'm Chief Visual Officer of Cloud Imperium Games. I live in Austin,
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2:37 - 2:45and like Chris said I worked with Chris at Origin way back in the day and also Digital Anvil here in Austin.
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2:45 - 2:49Sandi: And for the very keen eye, this is not Sean Tracy.
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2:54 - 2:58You would've seen David Hobbins on the last episode, showing off the Mustang,
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2:58 - 3:02and he is here with us to help judge the concept phase of this competition.
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3:02 - 3:05He has worked on a lot of world class films, haven't you David?
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3:05 - 3:09David: Yeah, before Cloud Imperium I worked at Lucasfilm,
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3:09 - 3:14and most recently the movie Flight and the upcoming Guardians of the Galaxy,
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3:14 - 3:19but super happy to be here, in the Santa Monica studio.
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3:19 - 3:23And, I get to design spaceships everyday, so...
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3:23 - 3:24Chris R: Yea, it's cool. We're happy to have you.
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3:24 - 3:27We all love the work that you did on the Mustang,
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3:27 - 3:30and there's some other stuff that you've done that everyone hasn't seen yet,
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3:30 - 3:32but that's also pretty awesome stuff.
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3:32 - 3:32Chris S: Amazing stuff.
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3:32 - 3:35Sandi: And now the competition is just getting started,
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3:35 - 3:40because we have 16 teams vying to get their starship in the upcoming space epic Star Citizen.
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3:40 - 3:42And, what else do we have for them?
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3:42 - 3:45Mark: Some crazy swag.
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3:45 - 3:48Cintiqs... Oh my god, just a ton of stuff.
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3:48 - 3:52Chris R: The Maingear rigs, which I don't know if we've shown yet,
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3:52 - 3:56but each one's themed for each one of the ship manufacturers.
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3:56 - 4:04So we have a Drake one and an RSI one, an Aegis one and an Anvil one... a MISC one.
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4:04 - 4:06Mark: If nobody wins, I'm stealing them all.
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4:06 - 4:08I'm taking them for myself. Nobody wins!
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4:08 - 4:10Sandi: What about time with you, Mark? C'mon.
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4:10 - 4:12Mark: Yeah, and they get to touch my shirt, maybe.
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4:12 - 4:13Chris O: They should get the shirt.
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4:13 - 4:17Mark: If they want to give up their Cintiq, maybe I'll even give them the shirt.
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4:17 - 4:19Chris S: Even trade.
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4:19 - 4:22Chris R: And there's the Autodesk Creation Suite.
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4:22 - 4:24That's a pretty significant package.
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4:24 - 4:29I think they're like $8000 or $9000 retail, and everyone in the team gets one of those each.
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4:29 - 4:31Chris O: It's all the stuff that we use at work, so...
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4:31 - 4:33Mark: Plus the cash prizes, right? I mean, geez.
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4:33 - 4:35Sandi: Cash prizes, yeah. There's three cash prizes.
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4:35 - 4:39Mark: It's incredible. Chris R: We've had some very generous sponsors that are helping us do the show.
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4:39 - 4:42There's some great stuff for people to get. It's awesome.
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4:55 - 4:58Sandi: So, we're in the concept phase, which is phase 1 of this competition.
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4:58 - 5:01And Chris, do you want to talk about that?
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5:01 - 5:02Chris R: Yeah, sure.
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5:03 - 5:09The concept stage for me is one of the most important stages of pretty much any art development,
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5:09 - 5:15especially something as involved as a spaceship that we would have in Star Citizen,
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5:15 - 5:20because it's really where you start to figure out the look,
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5:20 - 5:24but also it's not just the form but also the function you do a lot in the concept.
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5:24 - 5:30You're trying to figure out where I'm going to place the turrets, where the engine's going to be,
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5:30 - 5:33and so even though you don't fully model it, you have to start to think about -
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5:33 - 5:38where would the pilot climb into his cockpit or where would the cargo be loaded,
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5:38 - 5:40or say in the case of the gunship that we're doing,
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5:40 - 5:42it's meant to be able to carry some troops - where could they unload.
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5:42 - 5:51For me, it's really important to execute concept well because that sets the tone for the rest of...
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5:51 - 5:54The modeling is very involved, and the texturing and obviously animation,
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5:54 - 5:58and that all brings it to actual life, but without the concept as your blueprint...
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5:58 - 6:04The concept really, like... If you think about it in film terms, it's like the concept is the script.
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6:04 - 6:06You can't have a good movie without a good script.
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6:06 - 6:11I mean, yes, you need actors, sets... All those things need to work and they'll always be done,
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6:11 - 6:14but without a really good script, everything else doesn't work.
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6:14 - 6:19And the concept is basically that version when you are creating art,
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6:19 - 6:22especially something as complicated as a spaceship...
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6:22 - 6:28Chris O: You'd say concept is like a two-tier thing where you're trying to sell an overall look and feel,
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6:28 - 6:32and get a sort of an emotional reaction of the ship,
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6:32 - 6:37and then you want to be able to call out specific areas to where you know it -
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6:37 - 6:41can be built in 3D accurately.
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6:42 - 6:47It's trying to communicate a few different things, and it's not easy to do all that in one image.
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6:47 - 6:50Except he can do it.
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6:50 - 6:56Chris R: But even when David was doing the Mustang, which everyone saw last episode,
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6:56 - 7:01you could see there was a couple of different tries, and you say this one looks a bit too -
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7:01 - 7:03the engines are too big, it looks too racery, let's move it to this.
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7:03 - 7:04Chris O: It's an evolutionary...
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7:04 - 7:10Chris R: And that's what you do in the concept stages, because you can explore things quickly,
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7:10 - 7:13and like Chris says, there's an emotional reaction that you'll have.
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7:13 - 7:18Like, you've got an idea - someone says "gunship" and you think of something.
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7:18 - 7:23If the picture on the page evokes that feeling to you, then you're on the right track,
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7:23 - 7:26and then, like Chris says, the next stage is...
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7:26 - 7:29You have to work out some of the details, because you want to work out the details of, like,
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7:29 - 7:35how you get into things or where the engines are, or whatever, before you actually start modeling it,
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7:35 - 7:36because modeling takes a long time.
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7:36 - 7:39Sandi: Everybody remembers the specs, right, for the mercenary gunship?
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7:39 - 7:40David: Can you repeat them for us real quick?
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7:40 - 7:44Sandi: Yes, let me just recite them for you.
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7:57 - 8:03Chris R: So, we gave all 16 teams the same sort of bid from the UEE,
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8:03 - 8:10which was very specific in terms of engines and turrets, and functionality.
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8:10 - 8:13One thing we left open was what the manufacturer was going to be,
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8:13 - 8:17to allow them to add a little creative inspiration.
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8:17 - 8:22They could decide they want to make it an RSI gun or they want to make it an Anvil Aerospace gunship,
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8:22 - 8:27and then also hopefully infuse some of the design elements we've seen from those manufacturers -
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8:27 - 8:31in our other ships into their gunship design, which I think would be really great.
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8:31 - 8:34But let's see how it goes.
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8:34 - 8:36Sandi: Alright, guys, so here's how it works.
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8:36 - 8:41Today we're going to see six teams, but only four can go through.
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8:41 - 8:45So you're going to be voting, and two aren't going to make it.
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8:45 - 8:48So there's a lot at stake. Are you guys ready to see the videos?
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8:48 - 8:50Chris R: Yep! Chris S: Let's do it. Mark: Can't wait.
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8:50 - 8:51Sandi: Let's roll the first one.
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8:51 - 8:56Chris R: Everyone's going: "too much talking from them people on the couches..."
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8:59 - 9:063Dingo: For us the mercenary gunship is a ship that covers different roles.
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9:06 - 9:10It is at the forefront to give infantry support.
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9:14 - 9:19It must be robust but also livable with the great firepower.
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9:20 - 9:28This ship generally has low maneuverability, but the military level will follow the general linear attacks.
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9:28 - 9:31Let's say that our ship is a part of the third phase.
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9:31 - 9:37We're there to bombard the enemy infantry to cover the allied infantry with landings.
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9:37 - 9:42Following that, we created the interior to highlight the multi-functionality of this ship.
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9:42 - 9:50The main goal was to create a ship that does not give the idea of speed, but of strength.
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10:01 - 10:02Sandi: Chris Olivia, do you want to kick that off?
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10:02 - 10:03Chris O: Me?
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10:03 - 10:05Sandi: Yeah, you.
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10:05 - 10:10Chris O: I liked the feel, and the silhouette was really cool.
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10:10 - 10:16I thought that profile in the top-down looked really nice.
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10:16 - 10:19Beefy, powerful.
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10:19 - 10:26He explored a lot of different things, as far as the interior, in a lot of detail.
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10:26 - 10:30He had a lot of concept that was very helpful.
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10:31 - 10:40I think the front part of the cockpit was a little bit boring and can use some work.
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10:40 - 10:43But overall - I liked it. I mean it's cool.
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10:43 - 10:44Sandi: David, do you want to jump in there?
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10:45 - 10:48David: Well, I thought it was interesting.
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10:48 - 10:54I do feel like I would want to come in and tweak some of the proportions,
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10:54 - 10:59especially in the top view I found that it felt directionless.
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10:59 - 11:06It could be either going backwards or forwards and it was completely symmetrical.
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11:06 - 11:11I think I would want to make one of those wing frames smaller versus the other.
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11:11 - 11:16And the same thing in the side profile. I found that it was a little even,
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11:16 - 11:23and so I might want to distribute the mass around to make it a little more dynamic.
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11:23 - 11:29The only other thing I would mention would be the connection points between the major components.
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11:29 - 11:32I think I might want to spend some more time on that,
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11:32 - 11:36and make sure that each of the parts are informing each other and working with each other.
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11:36 - 11:39It felt a little bolted together.
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11:39 - 11:41Chris S: I like the front part, actually.
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11:41 - 11:48The language of the wing and the front part, and the rear felt a little off for me.
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11:48 - 11:49Mark: Detached, yeah.
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11:49 - 11:51Chris S: I think, yeah, that's what you meant -
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11:51 - 11:56like that middle connection was maybe a little too fragile looking or something.
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11:56 - 12:02I do like the detail that they put in. Sort of, where the thrusters go, the pilots, and the interior design.
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12:02 - 12:06There was some thought put into that, which I liked.
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12:06 - 12:13But I thought, too, what you were saying, all the appendages were going in all kinds of different ways.
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12:13 - 12:15Like those back wings...
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12:15 - 12:17David: Yeah, it's what's interesting about it.
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12:17 - 12:19Chris S: Yeah, but... You know, well...
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12:19 - 12:21Chris O: You're wrong. Mark: You're wrong!
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12:21 - 12:27David: I think that's interesting. I just think that one of those needs to serve the other. One needs to be...
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12:27 - 12:32Chris S: Yeah, those wings that kind of were on the sides - I like those.
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12:32 - 12:37I like that. But the whole rear part didn't gel with me, with the front.
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12:37 - 12:40Chris O: So did you feel it was just all too much of the same?
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12:40 - 12:44David: No. In particular from the top silhouette,
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12:44 - 12:47I felt it was two arrows that were pointing in either direction.
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12:47 - 12:53Chris R: I didn't love it... I liked what those guys did with their gun.
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12:53 - 12:54It didn't really do much for me.
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12:54 - 12:59I like the fact that they were thinking out where things would go and all the rest of the stuff,
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12:59 - 13:03but in terms of shape and silhouette - ehh, it was kind of there.
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13:03 - 13:07Then also the rendering style of the concept art wasn't...
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13:07 - 13:08Chris S: Yeah, it was a bit juvenile.
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13:08 - 13:13Chris R: Like, I'd prefer a more sophisticated photorealistic style.
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13:13 - 13:20This felt more, I don't know, cartoony, graphic novelly style for me.
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13:20 - 13:21But I don't know. What did you think, Mark?
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13:22 - 13:31Mark: I could see the marine animal vibe... Kind of felt like a manatee to me.
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13:31 - 13:37It felt like a sea cow. I shall name it the sea cow.
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13:37 - 13:44The thing about it was... I think if you're going to go that spikey with the silhouette,
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13:44 - 13:53that honestly your rendering style has got to calm down in the interior bits, because it was way...
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13:53 - 13:57There was just too much detail to look at all at once. I mean, I liked the...
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13:57 - 13:59Chris R: Is this your frequency tip?
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13:59 - 14:04Mark: Yes. Dammit. I say this every time, but if you're going to crazy frequency like that,
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14:04 - 14:12then either smooth out the silhouette and concentrate on frequency inside the object,
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14:12 - 14:17or if you're going to go that detailed spikey with the silhouette,
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14:17 - 14:26then it would push the concept better if you just calm down the interior a little bit to give your eye a rest.
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14:26 - 14:27Because it's got plenty to look at.
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14:27 - 14:30Chris O: What do you mean "interior"? Like the interior of the silhouette?
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14:30 - 14:33Mark: The interior of the silhouette of the ship.
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14:33 - 14:34It's not bad.
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14:34 - 14:42I agree with David that it feels like the front part is kind of separated; it doesn't feel like it flows.
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14:42 - 14:46There needs to be more pieces that flow into each other better.
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14:46 - 14:54David: I think also the illustrative style delineating all the panels is not helping.
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14:54 - 14:58Like you said, the silhouette is already dynamic. It's going to move the eye around.
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14:58 - 15:02But then as you go inside, you go to move from the front to the back,
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15:02 - 15:04then you have all these panels that blocking eye movement.
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15:04 - 15:09Chris R: When they were in - I don't know what 3D application, I didn't see it,
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15:09 - 15:12but when they had the simple silhouette in the 3D application,
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15:12 - 15:15that looked better to me than the 2D concept rendering.
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15:15 - 15:23Chris O: That's where you can blow it with just too much of a cartoony style in the concept,
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15:23 - 15:25or calling out too many details.
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15:25 - 15:26Chris S: In the interior?
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15:26 - 15:27Chris O: Yeah, the interior.
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15:27 - 15:31Chris R: For our game. In some other stuff that could work, but for the style we're going for -
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15:31 - 15:33we're going for a very photorealistic style,
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15:33 - 15:38and so that's partly important to have it in the concept stage, or else,
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15:38 - 15:43when you get down to the model stage, the model feels a bit cartoony.
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15:44 - 15:47Sandi: Mixed reviews on this one. Let's roll the next one.
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15:53 - 15:56EPhalanx: Hey, guys. EPhalanx here with team Tri-Tri.
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15:56 - 15:59This is our entry for The Next Great Starship.
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15:59 - 16:03We started out with like four or five concepts and narrowed it down.
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16:03 - 16:11We really were thinking on this one, at first, it was a heavy fighter look, a little bit, outside the gunship.
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16:11 - 16:15Then we moved on to this one, which we thought had more of that aggressive stance.
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16:15 - 16:20And also made some thrusters we thought we'd use.
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16:20 - 16:27More sketching of the concept just to give us a better look from different angles.
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16:27 - 16:33And then some thruster work just showing you how the wings articulate with the thrusters.
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16:34 - 16:41That was going to be important considering the gimbaled thrusters that were outlined in the concept.
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16:41 - 16:46Then we moved on to a little block-out phase to give us a better thought on the geometry,
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16:46 - 16:50and moved in to some internal layouts.
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16:50 - 16:55This showed you just how things are laid out inside of the ship, with the turrets and stairs.
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16:55 - 17:00As you can see, the design has been a little more fleshed out this time around.
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17:00 - 17:07The paint-over has been added to, giving you more of a better look and feel of the ship overall.
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17:07 - 17:08Sandi: Mark, do you want to kick this one off?
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17:08 - 17:11Mark: That one was pretty awesome. I like that one.
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17:13 - 17:16I like the silhouette, how it has kind of an aggressive stance.
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17:16 - 17:22It almost looks like a gorilla flexing, silverback kind of feel to it. I dig that.
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17:22 - 17:25The details - very nice.
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17:25 - 17:29Again, I like the way... Like we were talking earlier about flow.
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17:30 - 17:37That's a good example of how you can have a lot of detail on the ship but they flow nicely together,
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17:37 - 17:44so you're not breaking your eye from going across the ship. I think there was a lot of nice detail in there.
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17:44 - 17:49And overall, I think it's a really strong design.
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17:49 - 17:50Sandi: Chris, what did you think?
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17:50 - 17:53Chris S: Yeah. The quality of the concept was better on this one,
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17:53 - 17:58so it already comes across better in that way.
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17:58 - 18:03I like the shape. Actually, that stance reminded me of the Vanduul ship.
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18:03 - 18:07That kind of has a cockpit in the middle with those two arms sticking out.
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18:07 - 18:13It did look powerful and heavy. I quite like the design, I agree with Chris.
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18:13 - 18:20Maybe the rear thrusters... We'd have to look at it some more, maybe in another iteration,
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18:20 - 18:23and see where the other maneuvering thrusters are.
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18:23 - 18:27There was a couple of detail specs that were maybe not included in that.
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18:27 - 18:30But overall, the art style, I thought, was pretty good.
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18:31 - 18:32Sandi: Chris?
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18:32 - 18:33Chris O: It was cool.
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18:33 - 18:34Sandi: That's it?
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18:35 - 18:38Chris O: I generally agree with everybody.
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18:38 - 18:43I do like the front arm parts.
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18:43 - 18:44Chris R: Everyone likes that except for me.
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18:44 - 18:51I think it may be just because it reminds me way too much of the old Wing Commander Dralthi stuff...
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18:51 - 18:56Chris O: It might take away from the fact that it feels less powerful thrust wise,
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18:56 - 18:59because it's putting all the focus on the front.
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18:59 - 19:01Mark: That's what's making it feel heavier.
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19:01 - 19:06Like you're saying, it's kind of front heavy, and that's because your eye just goes straight to those wings...
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19:06 - 19:09Chris S: Yeah, it feels like a bulldog.
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19:09 - 19:16It's got the tail end diminished and the front exaggerated...
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19:17 - 19:19Chris O: Gorilla, I thought you said...?
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19:19 - 19:20Mark: Yeah. Silverback.
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19:20 - 19:23Chris S: Silverback, yeah.
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19:23 - 19:26Chris O: It was nice. The rendering style was better.
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19:26 - 19:32I think in the design phase a lot of stuff doesn't need to be photoreal right off the bat,
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19:32 - 19:35because you're still exploring pieces and shapes...
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19:35 - 19:38Chris R: But I like, like... You could see when he went...
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19:38 - 19:42In the video, they go over the process, you could actually see what the concept process is.
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19:42 - 19:48They drew some stuff out, then they did a simple 3D block-out, then they did paint-overs on it.
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19:48 - 19:52That was actually quite nice, because that was showing what you normally do in that process.
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19:52 - 19:56David: The blue color erase pencil iterations and dissolving surfaces...
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19:56 - 20:00Chris O: And you should reference, which is key to bring it in the real world.
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20:00 - 20:02But yeah, overall that was cool.
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20:02 - 20:04Sandi: Alright, what did you think, David?
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20:04 - 20:11David: I really like this one. I thought it was fantastic presentation. Pretty professional all around.
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20:11 - 20:14I like the arms, too.
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20:14 - 20:16Chris R: I give up. I'm in a minority.
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20:16 - 20:26David: But I will say this: I do think the rear thruster pods, the ones that are gimbaled and articulate,
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20:26 - 20:31I feel like they weren't really long enough to balance the length of the front part.
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20:31 - 20:37And I think that if you were to just figure out a way to lengthen them...
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20:37 - 20:39Sandi: So Chris, what did you think?
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20:39 - 20:43Chris R: I really liked it. I thought the rendering style was really good.
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20:43 - 20:48I also liked the way that you could see the process of the concept evolution.
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20:48 - 20:53A lot of it was the initial sketching, then a block out in 3D, then doing paint overs.
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20:53 - 20:57That's very much what you tend to do on this kind of stuff.
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20:57 - 21:02I'm not so sure I was in love with the two big front wings.
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21:02 - 21:08It felt a little too front heavy for me, but the rest of it I quite liked.
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21:08 - 21:11But I thought in general it was cool.
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21:11 - 21:18Like I said the style was more functional and slightly more detailed and photorealistic for me, so it worked better.
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21:18 - 21:26I think we forgot to tell everyone that the need to pick a manufacturer, but for me this one felt very Drake-like to me.
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21:26 - 21:32The turret on the top felt like the Cutlass, so perhaps is a Drake submission for the gunship bid.
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21:32 - 21:39But yeah, I thought it looks really great. It would be nice to see what sort of changes and tweaks they make.
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21:39 - 21:43Sandi: Alright, well generally well liked. Let's roll the next one.
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21:52 - 21:55Fuzzy_Modem: Greetings Citizens, Fuzzy Modem here, passed the first gauntlet,
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21:55 - 21:58and onto the concept phase of The Next Great Starship competition.
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21:58 - 22:03For this design, I'm imagining that it's a used ship. You're buying it from these three mercenaries.
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22:03 - 22:08There's the captain, he's an alcoholic vet who has a grudge against pirates.
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22:08 - 22:12There's a crazy guy who couldn't get into the military because he couldn't get past the psych evaluation.
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22:12 - 22:15And then there's the technician who got kicked out of the military for
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22:15 - 22:17hacking into his drill instructor's file and changing his gender.
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22:17 - 22:23So these guys have been living and working and sleeping and sweating and eating on this ship for years.
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22:23 - 22:27When something broke, they patched over it or jerry rigged a work around.
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22:27 - 22:30Now they're looking to get a bigger ship and add some more crew.
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22:30 - 22:36So you can get this ship at a good price if you accept that it's kind of a fixer upper and you're buying it as is.
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22:36 - 22:40For the design itself, I took inspiration from a sword and shield.
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22:40 - 22:44It's an asymmetrical design with a big plate of armor and two turrets on one side.
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22:44 - 22:50Because it's an asymmetrical design, I'm working on visual balance as well as center of mass.
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22:50 - 22:56I'm also trying to position thrusters for improved roll speed as well as VTOL capability while in atmosphere.
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22:56 - 22:58So it would fly more like a helicopter than a jet.
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23:00 - 23:02Sandi: Alright David, you want to kick this one off?
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23:02 - 23:09David: Well, I really liked the colorful back-story, and actually the design story.
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23:09 - 23:18Starting with the shield and sword concept, then trying to bring that through into the design.
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23:18 - 23:22Also his thoughtfulness when it came to function and utility of the vehicle.
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23:22 - 23:29I liked the second design better, I felt it was a little more unified.
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23:29 - 23:37For me what's jumping out as a negative is really the surfacing, the form language is a little too rectilinear.
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23:37 - 23:46I get that it may speak to survivability and being robust, but that said,
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23:46 - 23:50I feel like parts need to be integrated a little more, a little more designed.
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23:50 - 23:57The large bolts were really speaking to an earlier construction period that doesn't fit into
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23:57 - 24:00this universe and is also throwing the scale off for me.
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24:00 - 24:08So I would refine the surfaces, but ultimately I think he's balancing the asymmetric design pretty well.
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24:08 - 24:09Especially in the second one.
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24:09 - 24:12Sandi: Alright, Chris, what do you think.
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24:12 - 24:16Chris O: Yeah, I uh... Pretty much everything David said.
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24:16 - 24:17[Laughing]
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24:17 - 24:20Chris O: It was a great build up.
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24:20 - 24:22Sandi: You guys hug a little bit, it's like love.
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24:22 - 24:23[Laughing]
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24:23 - 24:25What David said.
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24:25 - 24:26Mark: Copying off his paper are we?
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24:26 - 24:28Chris O: The back-story was awesome.
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24:28 - 24:34It was a nice build up, but then the first version was very ugly, but not in a good way.
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24:34 - 24:39He made some big improvements with the second version,
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24:39 - 24:46but there's a lot of little pieces all over the place that just seemed tacked on, you didn't know what they were for.
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24:46 - 24:52Obviously the bolts and the scale was a huge issue, they're just all over the place, too big.
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24:52 - 24:58And the fact that he was presenting it with a lot of black shadow everywhere,
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24:58 - 25:02you couldn't really get a sense of overall form.
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25:02 - 25:08I think he needs to display and show it on a nicer render or a few different views at least.
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25:08 - 25:15It was an interesting concept, the way he was describing the shield on one side and the weapon on the other.
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25:15 - 25:24I thought it just needs to be executed better, you know, taken a little further, try some different things.
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25:24 - 25:30Sandi: Chris, are you going to copy off of Chris and David, or have you got some of your own thoughts?
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25:30 - 25:33Chris R: [Laughs] I have no thoughts of my own.
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25:33 - 25:38Chris S: [Laughs] I mean yeah, I agree with some of the stuff that they said obviously.
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25:38 - 25:42The one thing I missed was the thruster placements.
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25:42 - 25:48It was not very fleshed out, and some of the interior crew design stuff was not there.
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25:48 - 25:54Just a lot of the hardware stuff wasn't really fully rendered out.
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25:54 - 25:58The first design, I didn't really like that much.
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25:58 - 26:03The weapon was bubbly looking and the surface was lacking.
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26:03 - 26:08David: It also looked like the gun pod, towards the narrow end of the wing--
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26:08 - 26:09Chris S: Very fragile.
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26:09 - 26:11David: Yeah, like it would snap right off.
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26:11 - 26:16Chris S: So yeah, the second design is definitely better, more cohesive, and a little bit more tougher looking.
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26:16 - 26:19I agree the surfacing could use some work.
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26:19 - 26:26Even though he describes it's supposed to be patched together, you can do that in a better way.
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26:26 - 26:32It was just not rendered very well I thought. And presentation is a big thing, so it carries a lot.
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26:32 - 26:34Sandi: Mark, presentation?
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26:34 - 26:39Mark: Yeah, the presentation for me wasn't super great.
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26:39 - 26:45It felt because the bolts were so big, it made it feel super small. So it felt like a matchbox car or something.
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26:45 - 26:57It was hard to tell what was what. Like where are the thrusters, where does the pilot sit, where are the...
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26:57 - 27:06Like it looked like a bunch of random boxes on a ruler or something, with a little weight on the end of it.
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27:06 - 27:14It didn't flow very well as far as to tell me, visually, what I'm looking at, and that kind of ruined it for me.
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27:14 - 27:15Sandi: Chris Roberts?
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27:15 - 27:19Chris R: The story was great, maybe we should talk to him about getting on the writing team.
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27:19 - 27:26It felt like a very Serenity/Firefly background story.
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27:26 - 27:29But generally I sort of agree on a couple of things.
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27:29 - 27:38One, it does feel like a horizontal B-Wing from Star Wars, that's the ship that's the tall vertical one.
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27:38 - 27:43And the second design I definitely liked a lot better than the first design.
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27:43 - 27:50But even on the second design, I would look at that and go "ok, well how are the thrusters placed?"
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27:50 - 27:54Because he was talking about how you can roll to put the shield in front of your attacker,
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27:54 - 27:58but are the attackers coming from the side? Are they coming from the front?
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27:58 - 28:02It felt to me like that whole concept sounded really great in the pitch,
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28:02 - 28:06but I was looking at the ship wondering how it's really going to do that.
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28:06 - 28:12Where are the thrusters that would allow it to roll, where are the thrusters that would allow it to yaw and pitch.
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28:12 - 28:18As far as the manned turrets, they didn't look very...
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28:18 - 28:24Like how do you get into those how do you sit in them? It's hard to get a sense of scale.
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28:24 - 28:25Chris S: Sort of stuck on there.
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28:25 - 28:29Chris R: Partly because probably, talking about the rivets and the bolts.
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28:29 - 28:33So yeah, I would have liked to see more angles of it, not just that.
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28:33 - 28:36It would have been better to go to the concept and do a block out,
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28:36 - 28:41then render some different versions of that and do paint overs, and get some sense of scale like Chris is suggesting,
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28:41 - 28:47with like a human figure in there. How do you get inside the ship? How does it land?
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28:47 - 28:52All those things have to be thought out before you go to the modeling stage.
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28:52 - 28:57I think maybe he's stronger on the 3D modeling side, because he's a one man show,
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28:57 - 29:02so maybe he's stronger on modeling than concept. But those are all things I would like to see answered.
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29:02 - 29:06I like the idea and the concept of the shield and the sword, so that all sounded great.
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29:06 - 29:11It's just looking at the ship, I wasn't saying "I want to own that spaceship."
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29:11 - 29:16And really, that's why we're designing it. We're designing a spaceship that everyone out there in Star Citizen
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29:16 - 29:26will go "I want to have that sitting in my hangar," and I'm looking at that thinking it's not doing it for me unfortunately.
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29:26 - 29:31Sandi: Ok, well, people seem to like the second version, but still quite a few questions unanswered.
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29:31 - 29:33Let's roll the next one.
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29:36 - 29:41Jan: This is 1Bit Amoeba, and I show you my concept for the mercenary gunship.
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29:41 - 29:46The first thing I did was to think about where to place the turrets on the ship.
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29:46 - 29:52I decided to put two on the top and one on the bottom in the front.
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29:52 - 29:58This way we have a very good coverage and nearly no dead spots around the ship.
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29:58 - 30:06In addition to that, we have some areas which are covered by two or all three turrets.
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30:06 - 30:20The green area here is where two turrets cover, and the red one is where all three turrets can shoot at the target.
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30:20 - 30:25Then I got the shape which I really like, this one.
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30:30 - 30:33The interior, I made a rough layout with the main areas.
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30:33 - 30:36For example, the crew area and the cargo hold.
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30:42 - 30:47Here you can see the ship again from the side view, top view, and the front.
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30:49 - 30:52And this is how it would look like while landing.
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30:56 - 30:59And another one while in space.
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30:59 - 31:01Thanks for watching.
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31:01 - 31:03Sandi: Alright, Chris Smith, what did you think of that one?
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31:03 - 31:07Chris S: So I actually like this one quit a bit, uh...
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31:07 - 31:09Chris R: That's surprising to you?
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31:09 - 31:10[Laughing]
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31:10 - 31:14Chris S: No, I mean I thought he had some good iterations.
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31:14 - 31:19I liked the idea of the coverage of the turrets, that was kind of cool.
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31:19 - 31:26And he thought about weaponizing it and making it powerful that way.
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31:26 - 31:34The first iteration, he went through a couple and I liked it better as it went on, when it went a little wider with the wings.
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31:34 - 31:45It was a cool design, the one thing I would say critique wise would be, animations would help.
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31:45 - 31:49You know, some preview animations on the thrusters. It was hard to tell how they would work.
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31:49 - 31:53The whole pitch and yaw thing, how it would actually work in space.
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31:53 - 32:02I liked the interior, he pulled out the interiors and had specific areas, I liked that.
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32:02 - 32:13I didn't like, from the top view, for a design standpoint had a weird snake-like cockpit with a head.
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32:13 - 32:17I probably would adjust that a little bit because it makes it look a little fragile.
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32:17 - 32:22In that area it's just this long, skinny neck, with the cockpit on the end.
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32:22 - 32:25But over all everything else was pretty solid.
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32:25 - 32:28Sandi: Chris, do you agree?
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32:28 - 32:32Chris O: It's interesting the way that it over all feels like a very flat shape,
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32:32 - 32:37except they have the cockpit, fuselage area more of a skinny vertical.
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32:37 - 32:44It needs support structures holding that there in place and it would feel a bit more powerful.
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32:44 - 32:50I think in the next iteration, use the paint overs to push it a little further.
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32:50 - 33:02But the fact that he was able to achieve something really nice with just basic flat shading and very angular shapes,
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33:02 - 33:05it was very well done, done in a very nice way.
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33:05 - 33:08It reminded me a little bit of Ryan Church.
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33:08 - 33:09Chris S: Like a little stealthy.
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33:09 - 33:14Chris O: Very stealth, the side view, at first I was like, "Oh, it's very simple" from the profile,
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33:14 - 33:18but it is a nice, clean, profile silhouette.
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33:18 - 33:28The front view head on looked a little weird and sort of messy. I wasn't sure why, but over all it's nice and clean.
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33:28 - 33:30Chris S: Sort of like a wedge.
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33:30 - 33:32Chris O: Yeah, yeah.
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33:32 - 33:34Chris S: I like that kind of wide shape.
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33:34 - 33:36Chris O: No. Chris S: Yeah.
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33:36 - 33:39Sandi: David, what did you think?
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33:39 - 33:48David: I like this design a lot, I think it has a lot of potential, I like the tear-dropped delta wing,
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33:48 - 33:58but then he cut into it and extruded the cockpit section from that. I think it creates a pretty sophisticated form.
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33:58 - 34:10That said, when it comes to some of the cockpit and volume break up of the cannons and the front cockpit,
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34:10 - 34:13it seemed to be lacking in sophistication.
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34:13 - 34:20So if I were him, I would go back and bring those things up to the level of sophistication of the main shape.
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34:20 - 34:25The only other critique I would have would be when it was landed,
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34:25 - 34:31It wasn't quite as sexy looking as it was in flight mode.
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34:31 - 34:40Mark: Yeah, I agree. I think what it was is the verticallity of the thrusters kind of ruined the lines of the ship.
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34:40 - 34:41Chris S: Is that a word?
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34:41 - 34:43Chris R: Add that to "frequency," verticallity.
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34:43 - 34:49Mark: [Moving hands up and down] Verticality, [Hands side to side] frequency, [Hands forward] thrusters, you know.
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34:49 - 34:53It kind of ruined the lines when it was sitting, and that bothered me too.
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34:53 - 34:55Chris R: You mean when they were deployed into VTOL position?
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34:55 - 34:56Mark: VTOL, yeah.
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34:56 - 34:57Chris R: Vertical Take Off and Landing.
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34:57 - 34:59Mark: That's right, that's what that stands for.
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34:59 - 35:01[Laughing]
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35:01 - 35:07Mark: So, the other thing, yes, the neck is annoying because it's so fragile.
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35:07 - 35:17I think if you were to have, maybe from the top down, if you had some supports that came out and made it porous,
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35:17 - 35:21it might make it look a little more reinforced.
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35:21 - 35:26Chris R: I don't think it needs to be quite as long and deep. I mean what's the benefit of that?
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35:26 - 35:28Chris O: I didn't see the reason why there was that gap. David: Yeah.
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35:28 - 35:30Chris R: I mean usually there should be some function.
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35:30 - 35:31Chris S: Just fill it in.
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35:31 - 35:33Chris R: It had a bit of of--
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35:33 - 35:34Chris S: Wide flat snake?
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35:34 - 35:38Chris R: Retaliator kind of vibe to me, like I would say it could be an Aegis ship or...
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35:38 - 35:41Chris S: Even Drake.
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35:41 - 35:48Chris R: I'll say for me this is my favorite one of the ones I've seen so far, so, like Chris said,
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35:48 - 35:57I really like the idea of gun turret placement. If you're making a gunship, that's the first thing you should think about.
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35:57 - 36:06So that was really good. I actually, for a couple of the earlier iteration, one that was sort of like the Millennium Falcon.
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36:06 - 36:14That had the two turrets actually attached on the side, so I like the final design a lot.
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36:14 - 36:21I agree on the neck, it sort of feels like it's a bit too long, so I would have it shorter and make some reason.
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36:21 - 36:25Some detail could be in there, it could be cool.
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36:25 - 36:32I actually thought it was cool when it was landing with the thrusters down in the VTOL position.
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36:32 - 36:36So that may just be me verses other people's opinions on that.
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36:36 - 36:38Mark: Maybe a little smaller.
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36:38 - 36:44Chris R: Like Chris said, I would like again to make sure the thrusters could move and apply the directions.
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36:44 - 36:47It looked like he placed them in generally the right areas, so I really liked it.
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36:47 - 36:55Chris S: I think for the second iteration, maybe the guys can include little preview animations on those things.
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36:55 - 37:00Really simple key-framing block out animations on those things would help a lot.
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37:00 - 37:06David: Basically if you have a great idea, you have to show it. You can't just tell us about it.
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37:06 - 37:10It has to be communicated in an illustration or an animation.
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37:10 - 37:15Sandi: Well positive reviews for that one, but we're not done yet. Here we go with the next video.
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37:15 - 37:21Scott: Hello Star Citizen Community. Our design process involves the members of team catapult getting together,
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37:21 - 37:25sitting down, throwing ideas onto a sketch pad, talking about various features we wanted.
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37:25 - 37:32We wanted the mission profile to be able to involve things such as land marines on a planet's surface,
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37:32 - 37:35and function like an armored truck in space.
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37:35 - 37:38As those discussions came to a head, we decided we wanted to go with something that was
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37:38 - 37:46aerodynamically sleek, and avoided the sci-fi pitfall that most "dropships" use of the "flying brick."
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37:46 - 37:51We came up with the idea to use retractable wings that could help with aerodynamic control going into
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37:51 - 37:56the atmosphere and also be pulled in during combat to provide a lower profile target.
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37:56 - 38:02Now I present to you: Anvil Aerospace's Albatross, the mercenary gunship from team Catapult.
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38:02 - 38:10Then what we did is we printed off some renders that we could then sketch on in paper so we could share our ideas.
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38:10 - 38:14As we go forward, we'll be adding more and more details to the overall design.
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38:14 - 38:20As you can see with this image here, we're in our closed mode, and this would be for interstellar travel,
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38:20 - 38:24providing a smaller target and keeping sensitive parts of the wing out of the way.
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38:24 - 38:26And this is again the top down view of it opened up.
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38:26 - 38:30So you can see that when they're coming into an atmosphere the pilot would pull up,
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38:30 - 38:34deploy the wings, and that would provide a huge breaking surface.
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38:34 - 38:41So the engines we wanted to go with something similar to how the F-35 Lockheed Martin works where the engine can
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38:41 - 38:46turn 90 degrees, and in our case we could rotate the engine so you can get some more range so they act as thrusters.
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38:46 - 38:52And this is its landed view. As you can see here, we've got the cockpit access as well as the missile racks deployed.
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38:52 - 38:55This is an interior cross-section of our ship.
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38:55 - 39:00We wanted to go with a two level split design. It would be very compressed and compact.
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39:00 - 39:03This is Scott from team Catapult signing off, see you in the 'verse.
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39:05 - 39:06Sandi: Chris O, what did you think?
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39:06 - 39:16Chris O: I can't really comment on it, 'cause it just, it's... Everything is so not finished and amateurish.
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39:16 - 39:19So I wasn't happy... Moving on.
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39:19 - 39:20Sandi: Ok.
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39:20 - 39:21[Laughing]
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39:21 - 39:23Mark: That's very diplomatic of you.
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39:23 - 39:24Sandi: Ok, David Hobbins.
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39:24 - 39:36David: I feel like there's nothing really pulling me into this design. There's nothing , it's...
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39:36 - 39:37Mark: Come on.
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39:37 - 39:40Chris S: Just say it.
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39:40 - 39:41[Laughing]
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39:41 - 39:53David: I feel like the overall shape could be cool, could be workable, it's interesting to see the thought going into
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39:53 - 39:56some function, utility, layout of the interior.
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39:56 - 40:02That said, a lot of the sketching over the 3D model renderings was...
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40:04 - 40:06Chris S: Drawn by a three year-old?
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40:06 - 40:08David: Was lacking.
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40:08 - 40:10[Laughing]
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40:10 - 40:17David: So I would go back, continue to work that 3D block in, maybe try to get a little more visual interest going there,
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40:17 - 40:26and then take another pass at the surfacing and internal graphics of the ship.
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40:26 - 40:31Chris O:I think it took away from it how loose the sketching was, even if they had used a
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40:31 - 40:35ruler to do some of the lines it would have helped. Sorry, I don't mean to keep...
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40:35 - 40:41Chris S:There was a lot of problems with that concept, first of all the sketches were very
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40:41 - 40:49rudimentary and amateurish. Like David was saying, there was no confidence in the line art
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40:49 - 40:58even though we are making 3D assets it helps to be able to draw and present things, right?
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40:58 - 41:04You need to be able to present things correctly, and there was his problem. Even though he put a lot
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41:04 - 41:11of thought into things where thruster placements were and loading, docking collars, stuff like that
-
41:11 - 41:17it was just hard to tell what was going on because the drawings were not very good at all.
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41:17 - 41:24The 3D shape maybe had some promise, but overall I thought this was pretty weak.
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41:24 - 41:26Sandi:Chris Roberts?
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41:26 - 41:32Chris R:Hmm. Well I will remind everyone that I voted for AEM over team Catapult ....CS:I did too...
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41:32 - 41:39Chris did too, because I thought the AEM design was much more interesting.
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41:39 - 41:41Mark:So the rest of us are fired? (laughter)
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41:41 - 41:47Chris R:I thought team Catapult's design was not particularly inspiring, therefore I'm kind of
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41:47 - 41:58angry about that, then angry about seeing a concept design that feels like it was "phoned in" or
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41:58 - 42:00done over a very short period of time.
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42:00 - 42:03Chris O:There's no reason to be angry, this is all for fun...
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42:03 - 42:06Chris R:And not presented well? No! because I feel like you should take it seriously, you got
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42:06 - 42:11this far right? There is a bunch of people that wanted to get this far, that worked really hard to get
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42:11 - 42:16this far, there were some on the cusp, that you could flip a coin, we even had some people that,
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42:16 - 42:21after we had all voted, emailed asking why they never even made the cut into the 24?
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42:21 - 42:27Well it turned out that they were number 26 or number 25, and they were literally, when we were making
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42:27 - 42:32our picks they had 4 of us saying they would be a good one to put in, but they just ended up just missing
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42:32 - 42:38the cut, so I feel like, if you get to this stage you can't phone it in, and this is absolutely phoning it in.
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42:38 - 42:45Maybe they are not great on 2D work, not great on concept, because when we saw Catapult
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42:45 - 42:52it was mostly more sort of 3D work that we saw, but if you are going to do that, do what 1bitAmoeba did
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42:52 - 42:59which was concepting in 3D and block it out. The little bit of 3D blockout in that was the best thing about it
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42:59 - 43:06The detail and line work on top was not going to help. There is no way it's going to have any chance
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43:06 - 43:14of going through. I can promise you that, we the ten to go through from the 16, and they are not
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43:14 - 43:20going to make the ten, that's just not going to happen ...Sandi:Twelve... or the 12, whatever it will be
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43:20 - 43:26It's 10 we vote for and the community saves 2. The point is that it feels like it was phoned in and
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43:26 - 43:31that kind of bugs me. If you get this far, why drop the ball.
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43:31 - 43:34Chris O:Can we get them on the phone right now? (laughs)
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43:34 - 43:38Chris R:I would! If someone was working for me and did that I would chew them out.
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43:38 - 43:41I'm not happy, and I'm not voting for them.
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43:41 - 43:44Chris O:You can curse it you want to. (laughs) Chris S: they will bleep it out.
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43:44 - 43:45Sandi:Mark Skelton?
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43:45 - 43:49Mark:I loved it. (laughter) I thought it was fantastic for a second grader.
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43:49 - 44:01Well, it's got a Romulan Bird of Prey feel, I will say that for the block out, but how can you argue
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44:01 - 44:05with the implementation. It's not good.
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44:05 - 44:11Chris R:They have got the talent, that's why I'm sort of angry, you got talent, deliver it!
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44:11 - 44:16Mark:They just ruined their chance. They ruined the chance, and that's a bummer because
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44:16 - 44:24you have to take this seriously, there's a lot at stake here. We take everything we do here seriously
-
44:24 - 44:30we have the top people in the world working on this, and there's hundreds of people who would
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44:30 - 44:34die for this chance. Chris S:Yeah, they wasted it for someone else.
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44:34 - 44:37Mark:They wasted it. That's a bummer.
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44:37 - 44:41Sandi:Right. Here's the last video of the day.
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44:42 - 44:47Greetings once again fellow citizens, this it Skyguard Fabrications, and I'm honored and excited to
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44:47 - 44:49have been selected to compete in this competition.
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44:49 - 44:52I spent a lot of time doing nothing but silhouettes, I did a LOT of them.
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44:52 - 45:00I was looking for a silhouette that resonated with me, and the challenge was to come up with an
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45:00 - 45:08overall design that would fit in with the current military ships, but that could also be identified at a glance
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45:08 - 45:11as an independant, unique design.
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45:11 - 45:16I'm proud to present the Guardian AX-1. The core of my design centred around the idea of
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45:16 - 45:22being able to deploy Marines into combat as quickly and safely as possible.
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45:22 - 45:31You'll notice that the mercenary gunship has two large hatches on either side with built-in rapelling systems
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45:31 - 45:36This is to allow Marines to deploy from the ship without forcing the ship to land.
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45:36 - 45:45Because of where the turrets are placed, the main class 4 and one class 5 turrets are able
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45:45 - 45:52to provide ground support to the Marines either during deployment or throughout the ground operation
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45:52 - 46:00It would be very difficult to sneak up on this ship. You have almost no location around this ship that is not
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46:00 - 46:04possible for this mercenary ship cannot shoot back at you.
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46:04 - 46:07Sandi:Alright. Mark, silhouettes? Frequencies?
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46:07 - 46:14Mark:Silhouette, silhouette, silhouette. Awsome. I loved the silhouettes that he explored
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46:14 - 46:20a lot of those were great, he could have used quite a few of those. I think the one he picked was good
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46:20 - 46:31I would say that, there was a lot like, the top is very clean, and ah, the underside has a lot of
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46:31 - 46:37detail in it, and because of all that detail and the bulkiness of the bottom, that the wings felt
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46:37 - 46:46a little small. A big fat bird with little wings. When they fold out they look better, but he needs,
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46:46 - 46:52for me personally, to re-think the wings a little bit and make them proportionate.
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46:52 - 46:59I realise that it's a spaceship, and wings don't really matter in space, but just weighting-wise....
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46:59 - 47:04Chris R:The specs say it also has to be capable of atmospheric flight.
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47:04 - 47:07Chris O:See those guys rapelling out?
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47:07 - 47:15Mark:Yeah, I know, If you have enough thruster then you can have a UFO saucer if you want,
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47:15 - 47:24but for me the wings felt too small to handle this big ship. I do like the underbelly, I like the way the
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47:24 - 47:32detail works. I like that the top in clean, kinda like a turtle from the top? You don't realise what you
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47:32 - 47:35are dealing with. Chris O:What about the wings?
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47:35 - 47:41Mark:(sigh)I think I'm going to kick you in the face about the wings.
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47:41 - 47:43Sandi:What do you think about the wings Chris?
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47:43 - 47:45Chris O:Oh, you're going to me now?
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47:45 - 47:47Mark:YEAH! What do YOU think about the wings Chris?
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47:47 - 47:51Chris O:Well, I completely agree, for the most part, with Mr. Skelton. Mark:(whisper) What?
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47:51 - 47:53Chris R:Even on the wings?
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47:53 - 47:57Chris O:About everything. Mark:But the WINGS though! We are talking about WINGS!
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47:57 - 48:00Chris S:He always disagree with me...
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48:00 - 48:04Chris O:No, overall I felt it was too sleek and "Fightery" looking actually. I think there
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48:04 - 48:12could be something done differently with the wings without just, sort of, standard, swept back, wings
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48:12 - 48:20I think even though the rendering style was a bit "cartoony" I think it would translate into
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48:20 - 48:28"real world" pretty nicely, and there was a lot of thought put into the interior and what was
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48:28 - 48:34going on. Pretty good. Thought the wings were a little too small for the ship.
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48:34 - 48:35Mark:Whaaaat?
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48:35 - 48:37Sandi:Wings?
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48:37 - 48:45David:ah wings. That was not my biggest problem, especially when the wings deployed out
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48:45 - 48:52I felt it was a little more balanced. I think from the profile it's drooping nose? I get that it serves a
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48:52 - 49:00function, that it would get more visibility for the pilot and the gun-pod and landing gear assembly
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49:00 - 49:06but with that said, I still, in profile, I felt it was a little droopy and needed to be balanced
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49:06 - 49:10by something else, so I would play around there.
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49:10 - 49:15I like how he communicated, a lot of the ideas he had about the function and utility, people being
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49:15 - 49:22able to drop down and deployed on the ground. Style-wise, surfacing-wise, it could use a second pass
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49:22 - 49:27although I think he's headed in the right direction. I would look at more reference, more real world
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49:27 - 49:35vehicles, and certain things. I remember these two intakes on the side, they felt almost cartoony
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49:35 - 49:43so it's important to get the size and proportion of these things correct, then it will sell the rest
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49:43 - 49:48of the vehicle, but otherwise a pretty good job.
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49:48 - 49:51Mark:I take back what I said and I'm gonna say what he said.
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49:51 - 49:55(laughter)Sandi:Aaaaaaw! ... Chris, would you like to say what he said?
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49:55 - 50:02Chris S:Sure, yeah, I disagree....no. (laughs) Actually I DO disagree with the wing part.
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50:02 - 50:09I thought the wings were cool. I looked like, well kinda like a bomber, a heavy bomber, to me rather
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50:09 - 50:18than a gunship perhaps? The style was cool, all the silhouettes he did were awsome. Like Mark said,
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50:18 - 50:24he probably could have used a few of those. The silhouette he chose I almost liked better than
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50:24 - 50:30the final rendering, but with the extended wings up I thought the shape was interesting and cool.
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50:30 - 50:39One thing on the technical side is he mentioned the main thrusters, but not the manouvring thrusters
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50:39 - 50:44that maybe needs fleshed out, maybe he did, but he never mentioned it.
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50:44 - 50:50Chris R:I was looking, I didn't see them on the front. The back thrusters he had them rotating
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50:50 - 50:56which was great, but you need to yaw too, make them go this way.
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50:56 - 50:57Chris S:He had the main ones.
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50:57 - 51:02Chris R:They were just that. You need them to come out this way, and then some in the front to do
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51:02 - 51:05the same thing. I didn't see those on the design.
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51:05 - 51:10I liked the approach, right, so I liked the fact it was "I'm going to make these silhouettes" and
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51:10 - 51:16"I'm gonna look at the silhouettes of existing military ships", so I though he really approached it
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51:16 - 51:22in the right way in terms of how to make this ship fit inside the universe. That though process was
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51:22 - 51:28really good. Like Mark said, there were a bunch of silhouettes that would have been really cool.
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51:28 - 51:36I tend to prefer a slightly more photo-realistic rendering style when doing the 2D side, and
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51:36 - 51:42his was a little cartoony, I think there were parts on the ship that came across as slightly out of
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51:42 - 51:46proportion. They would look great in a comic or graphic novel, but not necessarily in a more
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51:46 - 51:52film design stuff? Having said that I really liked the way the inside was thought out.
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51:52 - 51:55How you would get in, what the coverage of the turrets were, that was all good.
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51:55 - 52:03I felt the the front cockpit/nose area, for me, it just felt a bit small, I didn't like the shape
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52:03 - 52:11For me I would like to see different explorations there, maybe more visibility, more exploration.
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52:11 - 52:19It just sort of felt like he was attaching an Apache helicopter cockpit on the front of some big
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52:19 - 52:23fat thing at the back. Chris O:Was it too droopy?
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52:23 - 52:26Chris R:It just felt really small compared to the rest.
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52:26 - 52:32Chris S:You have the cockpit then all this mechanical stuff. It was really bulky underneath.
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52:32 - 52:37Chris R:I liked the fact that there was a concealed gun that would come out, but that front area
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52:37 - 52:44that could have had more substance. Thrusters I would have liked to have seen. I like the wing
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52:44 - 52:50configuration when tilted up, I liked it less when they were not tilted, but I did like that he had
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52:50 - 52:55worked the interior out, where they would store weapons and the rest of the stuff, that was good.
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52:55 - 53:02Generally a lot of potential, some criticisms, love to see the next iteration.
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53:02 - 53:07David:I wanted to add that the silhouettes were awesome, I wanted to design in all of them
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53:07 - 53:12(noises of agreement from all) Really creative, and it you have that stage going on then
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53:12 - 53:16you are well on your way to becoming a fanstastic designer.
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53:16 - 53:22Sandi:Alright guys. Now time for voting. get out your phones and email me your top 4 I'll tally
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53:22 - 53:28the votes and we will work out the 4 going through and the 2 getting cut.
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53:28 - 53:34I'm guessing Catapult might not make it....
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53:53 - 53:57Sandi:Alright guys, I tallied the votes and it's unanimous, team Catapult....
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53:57 - 54:00Mark:Is IN....(laughter)
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54:00 - 54:05Sandi:Will not be moving on, but with 5 votes each I can tell you that Skyguard Fabrications,
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54:05 - 54:111bitAmoeba and TriTri are now officially going on to round two.
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54:11 - 54:19That leaves us with Cryo and 3Dingo's, it was a close vote, let's hear how that played out.
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54:19 - 54:23Mark:(whisper)You guys are going to shoot me.
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54:23 - 54:34If we can work with them and iterate a little bit I honestly think that 3Dingo have enough there
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54:34 - 54:39to be able to art direct them into something that's really cool.
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54:39 - 54:48Chris R:So you went 3Dingo. I went with Cryo because I liked the weapon that he did
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54:48 - 54:56and I think there is talent in 3D modelling. I felt like, even the rendering style wasn't terrible in the
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54:56 - 55:03concept stuff, it was just the approach that has the issues we brought up, but I thought Cryo was
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55:03 - 55:10trying something different where the 3Dingo one was more straight ahead "drop-ship" style
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55:10 - 55:17that's why I picked Cryo but, hey, I picked AEM because I thought that was more interesting
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55:17 - 55:19and looked what happened! (laughs)
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55:19 - 55:29Chris S:So I went with Cryo as well, they has a little more interest, a little more thought put into it
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55:29 - 55:38and I really liked the back story of the guy too, it was interesting in that regard. I think more iteration
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55:38 - 55:42on that and it could be something pertty unique.
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55:42 - 55:45Sandi:Cryo for you Chris Olivia?
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55:45 - 55:51Chris O:So exciting! Ahm, I went with, er, like Mark, 3Dingo.
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55:51 - 55:57Sandi:Wow Mark:Nailbiter Chris R:You'd think this was staged! I don't believe it.
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55:57 - 56:05Chris R:It's like the NBA finals. Why listen to the four of us, just ask David Hobbins
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56:05 - 56:07(laughter)
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56:07 - 56:10David:Erm.
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56:10 - 56:13Chris O:Whoah, whoah, whoah (laughter)
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56:13 - 56:16David:Please, go on.
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56:16 - 56:20Chris O:I had a long winded explanation, 'cos these are the Italian guys right?
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56:20 - 56:22Chris R:Right. Mark:Party with those guys!
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56:22 - 56:29Chris O:As much as I like the guy from Alaska, and all the alcohol in that area, and I agree he had a
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56:29 - 56:36unique approach and design, I just think in the end I think there is more potential with the 3Dingo ship
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56:36 - 56:41Sandi:Alright, David Hobbins. All the pressure is on you. Chris O:Drumroll
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56:41 - 56:50David:This for me was really close. I can make arguments either way, that said, I did end up
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56:50 - 57:01going towards Cryo... (laughter) ...it was really close, but I guess the back story, the thoughtfulness
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57:01 - 57:15Cryo's passion for his vehicle and the weapon in previous episodes won me over.
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57:15 - 57:25Him not going with a conventional design, I liked that, and with some coaching he will have the passion
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57:25 - 57:29and resilience to take this all the way.
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57:29 - 57:31ChrisO:He's rolled his eyes.
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57:31 - 57:39Mark:I guess I can accept that. I'm changing my vote to "I like Cryo". Unanimous!
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57:39 - 57:45Sandi:So Team Catapult and 3Dingo have been cut, however, that does not mean they are out
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57:45 - 57:47because there is "The Save".
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57:47 - 57:52The community gets involved once again at the end of phase 1 the community will get to
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57:52 - 57:54vote back in two teams.
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57:54 - 57:59All the teams will get the judges feedback, they will do another pass and put out a new video
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57:59 - 58:01and you guys will get to vote two teams back in.
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58:01 - 58:07Next week, three more teams move on, and two more get cut.See you next Friday.
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58:07 - 58:17All: Later. Take it easy. Cyas. It's been real. Oh My God!(laughter) "It's been real!"
- Title:
- The Next Great Starship Episode 1.5 (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:
- 58:50
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markrb edited English subtitles for The Next Great Starship Episode 1.5 (English Subtitles) | Mar 1, 2014, 9:38 PM |
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Liu Deius edited English subtitles for The Next Great Starship Episode 1.5 (English Subtitles) | Mar 1, 2014, 5:52 PM |
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Specter edited English subtitles for The Next Great Starship Episode 1.5 (English Subtitles) | Mar 1, 2014, 10:59 AM |
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Specter edited English subtitles for The Next Great Starship Episode 1.5 (English Subtitles) | Mar 1, 2014, 10:20 AM |