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0s | [Laughter] |
---|---|
5s | hello everybody how we all doing hello |
9s | this is looking very good no we're all |
12s | good so today I'm CCP um you know for |
16s | those I haven't met me yet this is a CCP |
18s | Benson I'm a tools programmer from the |
21s | audio and graphics team for EVE Online |
22s | and this is one of our illustrious |
24s | concept artists it makes all the |
25s | beautiful artwork that you get to enjoy |
30s | as you see from this gigantic list if |
33s | people were a pretty massive team in |
35s | general but it makes sense when you |
38s | think about we don't only produce the |
39s | artwork that you play it's not just the |
41s | ships or the backgrounds but it's also |
43s | all of the tech that powers that we |
45s | manage the rendering engine and a lot of |
48s | the things on the front end of the |
49s | client so our plan for today so since I |
53s | have a concept artist with me we figured |
56s | it'd be nice to talk about the art |
57s | production pipeline that we have going |
59s | and our production there's a lot of |
62s | steps and you can talk about any one of |
63s | them but we figure what we'll try and do |
66s | is give you an idea about the entirety |
68s | of the pipeline to make a new ship from |
70s | the perspective of the concept stage and |
72s | so I'll start with a little overview of |
75s | everything that goes into the production |
77s | of a vessel and then we'll hand over to |
80s | Benson let him give us a run-through of |
82s | everything that goes into his concept |
84s | work and we'll see how all that ties in |
86s | to the rest of that pipeline at the end |
88s | we want to give you a little bit update |
89s | of what we in the art team X being up to |
91s | for the last six months or so a little |
94s | idea about where we wanted to go in the |
95s | future and at the end hopefully if we've |
98s | got some time we'll take some questions |
100s | all right so start with a little |
104s | overview of the pipeline so the first |
107s | stage as you can imagine is concept in |
110s | so at this stage we're going to explore |
113s | ideas we're gonna have lots of |
114s | conversations with gameplay what's the |
115s | role of the ship that we're trying to |
116s | make what's the point in it what's the |
118s | kind of feel and look that we want to go |
120s | for what's the kind of mood we're trying |
122s | to sell with a vessel that we're making |
124s | but the most important part for us in |
126s | the art team the crux of what this step |
129s | produces is essentially instructions for |
132s | everyone else in the pipeline needs to |
133s | do |
134s | so the objective is to communicate to |
136s | everybody in the team everything they |
138s | need to achieve so we can call this |
139s | vessel done so we can get our ship out |
141s | the door once we have this we'll hand |
145s | these concepts off to one of our 3d |
147s | artists they're going to work in |
149s | something like Maya or modal and build |
152s | out first a very low polygon mesh that |
155s | we're going to use in the client this is |
156s | going to be the eventual hole that |
157s | you're going to see in the game when we |
160s | finally get this done we actually get it |
161s | into our engine for the first time |
163s | we don't have to wait around for Tech's |
165s | referred to be complete we want to get |
166s | it into our engine as fast as possible |
168s | so we can see how everything ties |
170s | together and then we will either hand |
173s | this off to a 3d artist sometimes or a |
175s | 2d artist so at this point we're going |
177s | to paint over that hull we're actually |
179s | going to have people hand draw and |
181s | various programs to try and give the |
183s | ship the overall look and feeling by the |
185s | end of this step you get something that |
186s | looks pretty much like the final vet the |
188s | final hole that you want to go for but |
191s | the next step is to add all of those |
194s | all-important Eve details and that we do |
197s | entirely within our our engine using one |
199s | of the front end editors this is |
201s | actually the tools that I maintain this |
203s | one if you might have might be aware of |
205s | it already it's called Jessica my main |
208s | job day-to-day is actually just making |
209s | sure this keeps running and I can add |
211s | any new tools and flexible things for |
215s | our artists to meet yourself so the |
219s | engine detailing is going to involve |
220s | picking all the decals on for the |
222s | factions getting the boosters in place |
224s | getting the turret hardpoints so we can |
226s | fire our turrets to a ship making sure |
228s | the animations are hooked up but |
230s | obviously the most important part is |
231s | getting all those tiny little blinking |
232s | lights because no Eve Shep is complete |
234s | without them the last step of course the |
238s | all-important audio for us like him once |
241s | you've completed a ship it looks good |
243s | but it doesn't feel complete until you |
245s | have the audio in place so you can hear |
247s | all the animations playing through for |
249s | you and as a last step and this is more |
252s | important recently we'll do a lot more V |
254s | effects it previously are our holes we |
257s | keep the effects fairly separate and |
259s | most of our hulls would be animated to a |
261s | certain extent but they would just have |
263s | some little blank keys and some decals |
264s | but more recently we've really enjoyed |
266s | having a more flexible VFX pipeline |
268s | and we really want to get more of these |
269s | little electric pcs running along the |
271s | top of the hull and especially with the |
273s | Tri Glavine ships these giant balls of |
275s | pulsating energy in the middle that's |
279s | the last step once we've actually gone |
281s | through all of this is to hand off to QA |
283s | is going to double-check that we've done |
285s | everything correctly we've checked all |
287s | the boxes we haven't screwed it up |
288s | completely and kick anyone's ass that |
291s | has actually messed up so once that's |
294s | all done we can get it finally into the |
295s | game okay so keep that in mind just a |
298s | brief overview of what the pipeline is |
300s | what we're going to do hand over to |
302s | Benson who is going to run us through |
304s | the start of how we do concept thing hey |
308s | guys I'm CCP Ben so I joined the amazing |
314s | moment for me I had been playing the |
315s | games in stores and then 5 and the |
317s | artist of the game is a huge inspiration |
319s | for me I became a dad also so last year |
322s | was amazing so what is consoling |
332s | of course we want to deliver like a |
336s | whole kind of final mood image to get |
338s | everybody kind of pumped up for our new |
341s | feature but oftentimes it's the coffee |
344s | break points it's the yellow sticky |
346s | notes that are the most important part |
349s | in the beginning and then we go from |
352s | there to something like this but the |
355s | sticky notes are very important so |
358s | scribbles on paper on to delivering a |
361s | final mood Tim it's Legolas its what I'm |
365s | gonna hint that a little bit but I want |
367s | to start by talking a little bit about |
369s | our past process and then kind of our |
372s | current process of coming up with |
374s | concepts and delivering concepts and |
377s | then a step by step guide in creating a |
381s | new vehicle for a moment and then a |
383s | little bit of future stuff so in the |
387s | past concept artists were much more like |
392s | making high detailed illustrations for |
395s | you know a longer period of time to be |
399s | able to |
401s | get 3d artists and to kind of push that |
405s | further down but there was a much longer |
410s | time before 3d was introduced and it |
414s | became kind of like harder to modify |
416s | these really nice illustrations so what |
419s | we're doing currently is that we want to |
421s | get much more disciplines within the art |
424s | team on board right away and get |
427s | conversation started get 2t and 3d back |
433s | and forth very early on I mean the |
436s | concept art is currently now are able to |
438s | do 3d block cuts with a fairly good |
443s | quality but you always need that extra |
445s | finish and then we get visual effects in |
449s | audio to kind of get that extra oomph to |
452s | the concept and then we have this |
457s | process repeated if we feel like we're |
459s | not and nailing it so what is the mood |
462s | we try to establish the mood in the |
465s | beginning this is a fairly small example |
467s | of the mood that we had regarding the |
470s | neutral alien ships describes kind of a |
475s | question opening jaws three-part breakup |
478s | it sparks a lot of conversations gets |
482s | the things going and then we try to kind |
484s | of come up with a new vehicle designs |
486s | within this mood |
488s | so that's on to the thumbnail face and |
492s | then on to block outs where we try to |
494s | get these thumbnails into actual volumes |
497s | where we can look at them in different |
500s | light and and actually get kind of a |
504s | better understanding if the thumbnails |
507s | actually make sense |
509s | because often times they don't and then |
512s | there's an over painting phase which is |
515s | like a more detailed approach to kind of |
517s | the functional aspects of this ship |
522s | so minds to paper we're trying to escape |
526s | the week-long illustrations we want to |
529s | go much faster into conversation with 3d |
534s | artists |
535s | and establish goals right away get some |
537s | prototypes running answer questions on |
541s | if the concept has any like technical |
543s | limitations and if they're worth the |
546s | pursuit or if we need to reconsider what |
549s | we're doing the process takes the same |
553s | amount of time but we feel like we're |
555s | delivering a much higher quality product |
559s | so here's an example of a call that we |
562s | had in mind we got the roll for the |
564s | heavier soft cruiser very early we |
568s | wanted to do much sort of a perfect girl |
570s | version with kind of to keep in mind |
573s | kind of how the empire's would modify |
575s | them and also at the same time if you're |
579s | modifying something you can strip it |
581s | apart and you kind of put it back |
583s | together but you leave out things that |
585s | you don't need like the hood because who |
587s | needs it and you want to see like more |
590s | of the kind of the technical foundation |
592s | that was kind of the goal that we wanted |
593s | to go for and the same thing was kind of |
596s | the red line down the Domino's with the |
601s | new process we got this kind of blocked |
603s | out and fairly finished in a matter of |
607s | days and then it was all about just |
609s | finishing coming up with vehicles it's |
616s | not just you know whatever feelings you |
620s | have in the day time it's more you can |
622s | break it down into into an actual |
624s | process which I'm gonna go through now |
629s | so it's not a dictating checklist it's |
635s | something that you fall back on you keep |
637s | it in mind and but and it's very good |
642s | because it has like a like an importance |
646s | from top down so we start with the shape |
652s | which is the most important part it's a |
657s | thing that you always remember the |
658s | silhouette it's the essence of creating |
663s | unique vehicle for the game |
666s | it is what penetrates your |
668s | subconsciousness it's it's a things that |
672s | you see on the back of your eyelids when |
678s | we're coming up with silhouettes we |
682s | oftentimes think about you know past |
684s | designs and we have already established |
686s | and perfection moods we have guidelines |
690s | in-house that we try to follow and |
694s | sometimes not but this process kind of |
700s | establishes the frame that we were gonna |
702s | go with into the future with with this |
705s | design and then then we can have like |
708s | internal debates very heated debates |
711s | about symmetry versus asymmetry or |
714s | horizontal versus vertical designs and |
717s | in this face we also kind of start |
720s | thinking about functional bits and for |
723s | example turret locators which is very |
726s | important you don't always know in |
729s | design what you want |
731s | so this states is very important in |
734s | eliminating things that you don't want |
740s | when we have the shape it's just a 2d |
743s | plane so we start to kind of track it |
746s | out and make it and turn it into a |
747s | volume and we do that with grayscale |
749s | values usually so we kind of pull the |
753s | shape out of the black silhouette and |
755s | when we're doing that we are already |
757s | starting to hint functional things on |
762s | the weaker when you're distributing |
767s | these shapes and values on top of the |
769s | silhouette it's kind of important to |
771s | keep the distribution of shapes and |
773s | details in mind because it's very easy |
776s | to come up with a very noisy image or or |
781s | noise the design and we want to of |
784s | course make it more interesting and have |
786s | points of interest and such things like |
789s | you can see in this example where |
792s | there's a |
794s | good there is a good foundation font a |
797s | tional shape and then you have clusters |
799s | of detail around the piece this piece |
803s | was made by CCP look so smoothly and is |
806s | an example of a good sense of flow where |
810s | you have a point of interest in the in |
812s | around the circular piece and then kind |
817s | of like an easier out hull shield |
819s | plates with less detail it's a it's it's |
822s | you know points of interest points of |
825s | rest so soft and hard that is the states |
834s | where you kind of emphasize the style of |
836s | the vehicle going from like soft and |
841s | elegant to heart and military this is |
844s | the highest contrast between like Cal |
847s | Terry and gallant the design for example |
849s | it's very much of course dictated by |
852s | past the science law and like our |
854s | guidelines and we want to steer it of |
858s | course keep steering it in that |
859s | direction even though we oftentimes |
861s | explore like a variance on that and then |
865s | we have the neutral avians family which |
868s | is like a mix of both and that has been |
871s | established and will be kind of the |
873s | ongoing design into the future then you |
880s | want to clean up the different shapes |
884s | establish kind of basic functionality of |
886s | the vehicles you know shield plates and |
889s | Jim pacts bolts and cables and so on |
892s | here's an example on the left side of |
896s | line-drawing on top of the Tri Clarion |
898s | arc and kind of the resulting texture |
908s | this is actually the first no yeah this |
913s | is a shift actually er I I worked on now |
915s | and in the past months where you can see |
917s | also kind of how the this process of |
921s | making this line breakup can lead into |
924s | you know of course guiding the the |
927s | texturing process which we will go |
929s | through a little bit later so back to |
934s | Johnny on the pipeline alright so |
937s | normally when we're going through the |
940s | straightforward process we wait until |
941s | the concerts actually finished before |
942s | moving on but so far in this process in |
945s | making concept we have our silhouette |
947s | we've got our shapes defined it's got a |
949s | good volume probably got a block out at |
951s | this point you could actually take it |
952s | from here and start building 3d mesh and |
957s | the main thing that you want to do here |
959s | is build a low polygon version of the |
962s | ship something that's going to perform |
963s | well when you actually put it in game |
964s | and since the concept encase you can see |
968s | one of the the early block hooks for the |
970s | Tri gleaming and frigates doesn't look |
971s | exactly like it does in the end but you |
974s | get the right idea |
975s | puts the shapes in the right place and |
977s | when you have one of these they're great |
979s | for doing things the paint over phase so |
983s | you can see here where concept artist is |
985s | put it in 3d taking a screenshot brought |
987s | it back drawing lines over it to go |
989s | through that checklist of that checklist |
992s | process but with that block out you've |
996s | already got the idea in |
997s | three-dimensional space and it'll |
1000s | probably done using volumetric editor so |
1004s | there's something like 3d coat which |
1006s | will let you use little voxels kind of |
1008s | like really granular minecraft to |
1011s | actually put together something looks |
1012s | the right shape but when we actually on |
1015s | to get a performant in the game we need |
1016s | to build a proper mesh so this has to be |
1018s | done by one of our 3d artists ultimately |
1021s | built in Maya but those sometimes use a |
1023s | program called modal was quite popular a |
1025s | blender binary which you can pick up |
1027s | anywhere so once you have the low |
1031s | polygon version of the ship you're going |
1033s | to be missing a lot of the details so |
1035s | you can probably get a lot of the main |
1036s | shapes in there where you want to have |
1038s | those soft and hard edges and you can |
1041s | also |
1041s | and some of the things like where you |
1042s | want to have paneling and things on the |
1043s | model later on but you're missing a lot |
1046s | of the fine grain detail it's not going |
1047s | to be super smooth along the edge of |
1049s | like metal plating on your ship you're |
1051s | not gonna have the little groove that |
1052s | catches some of the light so what |
1054s | they'll also do at this point is make a |
1056s | really high polygon version the the |
1058s | picture here on top is actually the the |
1060s | high poly one has way too many polygons |
1063s | to see at this resolution and size so |
1066s | once they have this what they can |
1068s | actually do is they've got a lot more to |
1070s | work with and they can take a lot more |
1071s | time putting in the little granular |
1073s | parts that they want in it they want to |
1074s | express to make it feel and look more |
1076s | like the concept they had originally and |
1078s | at the very last step of this we do a |
1081s | process called baking where we'll take |
1083s | that high polygon version using some |
1086s | math magic we can project it onto the |
1087s | low polygon version and it'll generate |
1089s | these two images the first one is the |
1092s | normal map ten years ago you might have |
1094s | heard it referred to as things like bump |
1096s | mapping but this is a way of kind of |
1098s | cheating geometry a little bit the |
1101s | polygons are triangles and they give you |
1102s | the main shape but this is a way of |
1104s | saying well let's just pretend that |
1107s | that's a little bit more granular |
1108s | surface it's got different angles and we |
1110s | can play with how the light reflects off |
1111s | of it using this map so the colors are |
1114s | actually dictating three-dimensional |
1116s | directions which give you the direction |
1118s | of the surface and where the texture is |
1120s | laid by wrapping this around the hull it |
1122s | gives it that extra level of detail the |
1125s | second map the occlusion map is a |
1127s | another little trick that we use to give |
1129s | a little bit of shadowing very cheaply |
1132s | to our assets so this is when you're |
1134s | doing little grooves along where you've |
1135s | got an overhanging edge there those are |
1138s | areas that are unlikely to receive much |
1139s | light so they should always be a bit |
1141s | shadowed compared to everything else if |
1143s | you think about like the corner of a |
1144s | room received a lot less light than the |
1146s | rest of the walls and it'll tend to be a |
1148s | little bit more shadowed and being |
1149s | occlusion or the occlusion map allows us |
1152s | to kind of pre calculate this shadowing |
1154s | and just put it over it's kind of like |
1155s | pouring ink over a 3d printed model to |
1158s | let the ink flow into the cracks and |
1160s | darken it a little bit once you've got |
1163s | it hooked up once you've got all of |
1166s | these things done in the modeling phase |
1167s | you can just put it straight in the |
1168s | engine and you get this kind of Luke and |
1171s | at this point with just the normal map |
1174s | of the occlusion map |
1175s | it's got the right shape it's not got |
1176s | any of the colors and there's nothing |
1178s | that expresses the kind of materials |
1180s | that make up that hole but all of the |
1182s | shapes are in the right place you've got |
1184s | that silhouette captured you have all of |
1186s | those lines breaking up the geometry and |
1188s | between those soft and hard areas on the |
1190s | hull and it ultimately has all of the |
1192s | right shape it's also at this point that |
1194s | we've probably got a lot of the |
1195s | animations done it's become increasingly |
1197s | important to us over the last few years |
1198s | it's also something that's evolving in |
1201s | how we describe in the concept in phase |
1203s | which parts we want to have move which |
1205s | parts we want to give it a little bit |
1206s | more vibrance okay so we'll go back to |
1211s | the concept and see where we go from |
1213s | that that section there so we're onto |
1218s | the material States this is where we |
1221s | give the ship more functional depth to |
1225s | the values that we already have |
1226s | established and it starts to already |
1228s | look more like a like an EVE ship so |
1232s | this is kind of like going from |
1233s | grayscale on the left to kind of hooked |
1236s | up version of the ship and game where |
1240s | you have the material selections |
1241s | correctly mapped |
1250s | then we have the decals it's a stickers |
1254s | logos and bling keys it's a thing that |
1257s | kind of is very important in grounding |
1260s | the ship in the universe the molesta in |
1267s | this process is the color it's not last |
1272s | because it's the least important it can |
1276s | come in at any point in the design but |
1280s | usually it has been established already |
1282s | if it is signing within a family of |
1284s | ships and it's also important when we're |
1291s | concepting effects we want to give that |
1296s | ship that extra kind of layer of of |
1298s | visual you know that's and and they're |
1303s | the colors is very important in selling |
1305s | their the mood and this is a this is a |
1312s | concept image it kind of describes how I |
1315s | felt in my belly this morning but but it |
1321s | is an older concept of the entropic |
1323s | disintegrator and we have moved a little |
1327s | bit away from that currently but this is |
1330s | kind of where it all started |
1336s | color is also very important in your |
1338s | skin two signs they're kind of the whole |
1342s | color spectrum is on the table pink also |
1347s | where we where we explore you know |
1350s | shapes patterns color hues and all types |
1354s | of effects we have been kind of pushing |
1360s | the ads of what we want to deliver with |
1362s | with skins and and we are still making a |
1365s | lot of exploration that we're not |
1366s | showing you guys but the recent skins |
1370s | kind of show that that that there are |
1374s | guys that are mainly doing skins like |
1377s | CCP blue screen and CCB school bus |
1381s | they are they are doing some really good |
1384s | stuff here's the in North skin we wanted |
1401s | to of course give the skin to our newest |
1404s | Zeppelin and the concept for the even |
1410s | north sporty and sleek making use of |
1414s | natural colors some hints of snow and |
1416s | ice and some sticky maple syrup |
1423s | [Laughter] |
1427s | excellent skin back to the pipeline |
1434s | okay so with the concept complete at |
1437s | this point once it's gone through that |
1438s | checklist and then we've had a lot of |
1440s | internal arguments had our back and |
1442s | forth we've eventually got it through |
1444s | our 3d modeling stage we're ready to |
1446s | texture it so texturing the texturing |
1449s | process it's really about adding that |
1451s | that paint on the top the we in the end |
1456s | we and our pipeline need eight of these |
1458s | eight separate maps and the reason we |
1461s | have these is because we move to a |
1463s | pipeline which was on a dev blog in 2014 |
1465s | called PBR physically based rendering |
1468s | and what this does is it gives us a more |
1470s | realistic light interaction with the |
1472s | surface of each of our ships which gives |
1474s | them just an overall nicer look if you |
1475s | want actually the details of that you |
1477s | can go back to this dev blog from 2014 |
1479s | and our pipeline seems a little bit from |
1482s | then but most of the maths this |
1484s | explained on this page is still the same |
1485s | if you're curious about that but from |
1488s | that modeling phase with our high poly |
1490s | and low poly we've already got our |
1492s | ambient ambient occlusion and normal |
1494s | Maps done so the next one that we can |
1497s | actually pick off really quickly is the |
1499s | dart map it's very simple it's just that |
1500s | map that we fade in as your ship gets a |
1502s | little bit older we start from bleeding |
1504s | in around the edges this we can generate |
1506s | pretty easily with a program called |
1508s | substance painter |
1508s | it takes a lot of configuration with our |
1510s | artist but it's one of the easiest ones |
1512s | for us to do but the rest of these well |
1514s | they get done by hand |
1517s | mostly by someone like Benson here |
1520s | sitting with Photoshop drawing on an |
1522s | image and then watching it pop up on the |
1524s | script another monitor on top of the |
1526s | vessel the first one probably the most |
1528s | important is the albedo so this release |
1531s | back to the materials part of the |
1532s | concept where they're deciding whether |
1533s | an area's carbon-fibre they want little |
1535s | details of piping working things or a |
1537s | vent over the top of the hull this |
1540s | albedo map is where you can express |
1541s | those final details they're typically |
1544s | black and white we allow a little bit of |
1545s | color in ours but their black and white |
1547s | because most of our color is added in |
1549s | engine so we'll do it later by defining |
1552s | which faction we want to have or which |
1553s | skin we're going to apply but what we do |
1555s | is we will shade that albedo map and the |
1558s | orbital map essentially represents how |
1560s | much light gets reflected off at the top |
1562s | of the surface it's like a sheer quality |
1564s | or reflection and reflective nature of |
1567s | it |
1567s | this is coupled with the one next to at |
1569s | the roughness map which gives it the I |
1572s | guess how shiny it is the rougher the |
1577s | surface the more the light is going to |
1578s | bounce off in every direction and look |
1580s | really matte and really scuffed up but |
1583s | if you make it brighter on this map |
1584s | it'll start to get shiny up to the point |
1586s | of being almost Metro like shine and so |
1588s | what you've got is the combination of |
1590s | those two maps how much light or reflect |
1591s | and that the way in which it will |
1592s | reflect it give you much of the |
1594s | character of the ship that you're going |
1595s | for in the end the two over here on the |
1598s | right the paint and the glow there |
1601s | obviously look basically black that's |
1605s | because there for real fine details the |
1606s | paint map we use reasonably often mostly |
1610s | to do little fine details of painting |
1612s | where we don't want the color to change |
1613s | later on or be changed by switching |
1615s | faction well the glow map is for all |
1618s | those tiny little windows are gonna |
1619s | flicker when you go into hull so the |
1621s | mask map the last one here in the bottom |
1623s | left corner this is what lets our system |
1626s | know when we are choosing some faction |
1629s | or we want to go for a color scheme this |
1631s | map is tells our engine where to put the |
1633s | colors where to replace the color on |
1635s | that albedo map so if you layer them all |
1637s | for the top of each other essentially |
1638s | the mask map has four values in it for |
1641s | different values of black white and two |
1643s | kinds of gray and what they do is you |
1645s | can define an area and say this is |
1646s | material one and we'll paint it white |
1649s | and you can have another area that's |
1650s | black no sets material to later on when |
1653s | we actually get it in our system that |
1654s | means it's very easy for us to just |
1656s | flick through different color schemes or |
1658s | apply our galantai scheme or a navy |
1660s | scheme whatever it is and it wickley |
1663s | just replace all of the colors on the |
1664s | map so we can see the overall look of |
1666s | the ship so at this point you've got |
1670s | something that's well painted up we're |
1672s | probably giving it to a concept artist |
1673s | to work on for a week or two weeks they |
1676s | got all those fine little details in |
1677s | there put all the little bits of |
1679s | character into the overall image and but |
1682s | the next thing you have to do to make |
1683s | sure that it feels like a complete ship |
1685s | is all of the in engine detailing so |
1687s | this is where we go back to the the |
1689s | decal stage of that concept where we're |
1693s | going to add in all of the little parts |
1694s | that give it character so the first |
1698s | thing that we have to add is all of the |
1700s | visual details so |
1701s | this is placing decals picking on the |
1704s | blinkie's adding the kill marks we have |
1706s | to have that put in someplace will even |
1708s | mark out areas which will get damaged so |
1711s | that these can come through and finally |
1714s | adding things like you know a haze |
1715s | effect over bay areas and having things |
1718s | like the boosters put in the right place |
1719s | and are working but the next step you |
1724s | may not think about so much from us but |
1726s | what will I have to do is that shield |
1728s | that you can see illuminating when you |
1729s | get shot out we have to make sure that |
1731s | that's defined somewhere as well and |
1733s | actually you can see here there's lots |
1735s | of these tiny little blue orbs with |
1737s | arrows sticking out of them over the |
1738s | creek over the top of the hull these are |
1740s | actually damaged locators which well we |
1742s | can generate a little bit and mostly |
1743s | have to be catered by hand by one of our |
1746s | artists what they're actually doing is |
1748s | picking an area for you to be shot at so |
1750s | that when we play one of the damage |
1752s | impact effects of a projectile smacking |
1754s | into your hull when we overlay the the |
1756s | damage effect over the top of it it |
1758s | doesn't do anything crazy |
1760s | particularly it's really bad if it goes |
1761s | aren't an edge intends to bleed over |
1763s | different parts of the geometry in a way |
1765s | we don't like so what they have to do is |
1767s | make sure that they've surrounded the |
1768s | entire ship in these points and make |
1770s | sure all of them are in sensible |
1773s | locations that don't go crazy and so the |
1779s | final stage as we say adding the audio |
1782s | quite often the audio comes at the end |
1784s | once we've got a good established idea |
1787s | about what the ship is and what kind of |
1789s | animations are going to be in place and |
1791s | we've probably got something already |
1793s | kind of hooked up an engine for our |
1794s | audio team to play with |
1796s | we'll start having them craft the actual |
1798s | sounds for all of the ships so the |
1802s | important part of this stage I have no |
1804s | idea how that guy actually makes all of |
1805s | the audio that we do i've tried looking |
1808s | into it before but it's beyond me a |
1810s | little bit but what we'll do is at this |
1812s | point we'll just make sure we've got it |
1813s | hooked up and it plays at the right time |
1814s | with the right cue also at this point |
1817s | we're not allowed to touch any of the |
1818s | animation speeds again or the audio |
1820s | director will get very angry and the |
1823s | final step and this is the thing that we |
1825s | want to do a lot more of and this is |
1827s | tying VFX into our holes |
1829s | our holes used to be know very stocking |
1832s | standard they were just very solid |
1834s | shapes |
1835s | we're very identifiable and we love the |
1837s | look of them but giving them a character |
1838s | with the way that they can move and they |
1840s | can morph it's just way more interesting |
1843s | for us to do and adding on to that |
1845s | ability to express character in new ways |
1847s | is the V effects so with a lot we've |
1850s | invested a lot of work in the last |
1852s | couple of years and to getting our VFX |
1855s | pipeline a little bit more robust and |
1857s | that means we have way more opportunity |
1859s | to use the effects on top of the hull |
1861s | this was really important for the for |
1863s | the Treg Levine ship suite this was a |
1865s | time when we went really deep on the |
1867s | concept side into what we want the V |
1869s | effects to look like and really use that |
1871s | to bring through ideas for the the ships |
1874s | we were making but I figured it would be |
1877s | fun to actually see this in action so |
1881s | again this is Jessica the program that I |
1882s | maintain it's built on top of the client |
1886s | so actually uses a lot of the the same |
1888s | infrastructure as the client that you're |
1890s | playing on but with our front-end that |
1893s | we built on top of it which allows us to |
1895s | do all those detailing processes this is |
1897s | actually me this video was getting quite |
1900s | all the views that in quite a few places |
1901s | but not being an artist is very hard for |
1903s | me to recreate this it's very time |
1905s | consuming the I really liked what CCP |
1908s | angler did originally with the detailing |
1912s | for the vector II designed so I decided |
1915s | I would sit down and try and recreate |
1916s | this myself a little bit and you can see |
1919s | me trying to like get the decals in the |
1920s | right place and I've tried to copy all |
1922s | of the things that he's done you can't |
1924s | see here but I've got on another screen |
1925s | a picture of the ship for a reference so |
1928s | I can see what it looks like as I try |
1929s | and get everything in the right spot one |
1932s | of the nice things there's a the in the |
1934s | bottom right you can actually see our |
1935s | interface for our which is what we call |
1938s | the space object Factory if it's an |
1940s | object in space it's a space object and |
1942s | this builds them so it's a factory and |
1945s | what we can do here is it's all you also |
1948s | notice if you talk to artists we don't |
1949s | know the names of any of these ships we |
1950s | call them by codes there's one is gc3 a |
1953s | nice inventive name so what we can do |
1957s | here is we can define we can define our |
1963s | factions when we say faction we don't |
1966s | mean the same thing as in game |
1968s | what we actually specifically mean is |
1970s | essentially a color scheme so we have |
1973s | things like the asteroid faction and the |
1976s | rock faction and then a rock base |
1978s | faction and then I think we've got |
1979s | things like beat one two three four all |
1982s | the way to ten but what we'll do is |
1985s | we'll use this to kind of give the color |
1987s | scheme that we're looking for when |
1988s | adding all these little details and |
1989s | it'll do things like decide which decal |
1992s | that is I'll put in a code for that and |
1995s | it will go oh you're using this factions |
1996s | we'll use this specific decal for that |
2000s | area one of the things I really liked on |
2006s | this was actually when he did the bling |
2007s | keys on it and he made this lovely |
2008s | circle around them around this this |
2012s | little midsection to give her a back |
2014s | character where it blinks around and a |
2015s | lovely lovely circle but yeah it's it's |
2020s | good once in a while to try out the |
2021s | tools that you've made for your artist |
2023s | and then you feel really bad about all |
2024s | the work that they actually have to put |
2026s | in as you can see it's taking me quite a |
2028s | long time to make a second blinky it's a |
2031s | lot of effort so one of the things you |
2037s | can do I'll be safe you've already got |
2039s | an artist that you're copying is in the |
2041s | end you can actually just give up yeah |
2046s | so if you just tell it will reload the |
2049s | ship and you can just pretend you did it |
2050s | which is super nice okay so that's there |
2054s | the whole process end to end when we've |
2057s | gone from our concept through it to our |
2058s | final hull and we've gone through all |
2060s | that texturing work and we put all the |
2061s | little bits together and hopefully by |
2063s | the end of that we have an asset that |
2065s | you can all enjoy |
2071s | so what have we been up to we are |
2078s | creating more of these three tickets |
2081s | that capture the mood of the factions |
2084s | and the empires and they come already |
2088s | textured and ready to be a set being as |
2092s | assembled so it's a little bit like |
2094s | playing special space Legos we get a lot |
2099s | of variants really fast with a really |
2101s | small amount of set pieces and we get in |
2106s | my opinion really nice designs and these |
2109s | were concept straight in 3d so no |
2113s | drawings required and the results are |
2117s | quite unique in my my view and this |
2122s | return by CCP left rook and CCP angler |
2126s | and I was not needed on this task we've |
2132s | been thrown together is that allows us |
2136s | to get more variation on the assets that |
2137s | we put out so rather than just making |
2139s | one tower we'll put in every site that |
2141s | we use throughout the game maybe we can |
2143s | have very quickly a selection of five |
2145s | six seven of them then we can spread |
2147s | them around a little bit more give all |
2149s | of space a little bit more variation in |
2150s | character |
2158s | I've kind of like to I think it'd be |
2161s | nice let people decorate space |
2162s | themselves with these but there's no |
2164s | plans for that kind of thing yet most of |
2166s | these will remain internal let's whit |
2168s | will see a bit of ambient life with the |
2175s | same set of kind of pieces we want to |
2181s | get more depth to the EVE universe so we |
2185s | are considering going from just simple |
2187s | blinky light traffic to actual volume |
2189s | traffic here are some concepts for some |
2194s | 3d shuttles made from a small set of |
2196s | pieces and this can be expanded very |
2199s | rapidly here are some more shuttles made |
2206s | from the same set or similar set with |
2209s | the possibility of also turning and be |
2211s | into security traffic they don't mess up |
2214s | some possibilities more variants of |
2220s | traffic with the same parts some |
2227s | civilian escort vessels you can see the |
2229s | setup in the right top right corner |
2232s | trains and buses where are all these |
2235s | people going some industrial traffic |
2241s | cargo shipments in station traffic |
2249s | more industrial parts and also different |
2252s | kind of scale and that they were also |
2255s | trying to capture kind of like out of |
2257s | the how do these parts function when |
2260s | they're built in small scale up to a |
2262s | much larger scale and if we can use the |
2265s | same parts here the pieces have already |
2271s | been hooked up in the engine what we are |
2277s | hoping to do with this remember the the |
2279s | little lights that fly around the |
2281s | citadel's that we added them to look a |
2284s | bit like the headlights of traffic when |
2286s | you're high above in a plane so the hope |
2288s | is that at some point we'll be able to |
2289s | use more interesting things like this to |
2292s | give that same kind of idea of the |
2294s | civilians that also occupying you-you'd |
2296s | and living out their lives around you as |
2298s | you fly your ships so just give life a |
2300s | little bit more of a character maybe |
2301s | Express little bit about the environment |
2303s | that you're in |
2304s | about where traffic tends to go maybe |
2306s | kind of have them flying off in places |
2308s | that players tend to travel off in build |
2310s | kind of traffic lanes throughout the |
2311s | system so we're hoping to do this and |
2314s | hopefully we'll be experimenting a bit |
2315s | more with this in the coming months and |
2317s | we'll see if we can get something cool |
2318s | out to you guys can you kill them I |
2325s | don't think that would let us do that be |
2327s | cool some read the signs also we're |
2334s | always looking into redesigns we've a |
2336s | list of ships we're always listening to |
2339s | you guess if you have some comments be |
2343s | sure of that |
2347s | [Laughter] |
2350s | so we're a concept artist joining the |
2355s | team fairly recently he's been doing |
2358s | really good he did this a Tron redesign |
2361s | CCP Maki |
2363s | that's not his official CTP name he |
2366s | still con something about but he's from |
2368s | Italy it's really good |
2370s | he's doing some some interesting |
2372s | concepts on the a Tron redesign we're |
2374s | kind of pushing the silhouette in |
2377s | different directions again heated |
2381s | debates exploring material different |
2391s | materials and turret locators you can |
2393s | see we are already pushing the turret |
2394s | locators there in the in the black |
2397s | circles very good to get them |
2400s | established very early on to actually |
2402s | make sense and kind of a more soft |
2406s | version so here we're going for an |
2408s | example like back and forth with snows |
2411s | to be like more animation exploration of |
2418s | course we want to much more animations |
2420s | to kind of just get much more depth to |
2424s | to these vessels to sell the remote and |
2427s | the idea of like where they're coming |
2429s | from and what they're doing here's a |
2435s | burst 3 design here we see a line |
2438s | drawing on top of a 3d model so this |
2441s | ship has already gone pretty far in the |
2445s | inner and the concert process we wanted |
2449s | the simular to be a little different and |
2452s | closer to kind of our recent military |
2455s | designs and the tattoos couple different |
2463s | silhouettes I mean that's what we want |
2465s | we want tack tools to feel different and |
2469s | some animation exploration tack and |
2475s | visual effects |
2478s | so on the tech side of things for the |
2481s | last six months or so we've been we |
2485s | haven't had as much in the way of |
2486s | brand-new tech to do so we're really |
2488s | doubling down on building more robust |
2491s | systems so going back taking old systems |
2493s | and completely replenishing them maybe |
2496s | doing some of them from scratch some of |
2497s | them just get a bit of a refactor bit |
2499s | with the aim to give us a better basis |
2501s | for the next couple of years in that |
2504s | realm you might have heard a couple of |
2505s | the big tech noma at big ticket items |
2507s | obviously the 64-bit client and the plan |
2510s | to move to dx12 to give us some dx12 |
2512s | support but this is all just giving us |
2516s | putting as a good position so we can |
2518s | start doing more playful and interesting |
2520s | things and here you mightyou this should |
2523s | already be out this is a complete |
2525s | refactor of our old sons moving them |
2527s | into our brand new planet tech and as |
2529s | you can see there is ZERO difference |
2531s | between the two so it makes no visual |
2533s | difference to anything you see in the |
2534s | game but for us it means that we can do |
2537s | a lot more with that system it's a lot |
2539s | more flexible for us it's a lot more |
2540s | stable more robust it's also easier for |
2542s | us to tweak now one of the problems is |
2545s | when you've got a bit of a messy |
2546s | codebase making any of the changes you |
2548s | want to do is too much of a nightmare to |
2550s | even think about |
2550s | so getting us the point of cleaner |
2552s | codebase means we can actually think |
2555s | about taking on some of those those |
2557s | operations one of the things though |
2560s | we've always been a bit unhappy about is |
2562s | the quality on low we prefer that you |
2565s | are played on high all of the time so if |
2567s | you could just do that that'd be great |
2568s | we can drop low but the the hope is |
2576s | though that we can actually just have |
2577s | higher quality law effects without |
2580s | hitting the performance too much and |
2585s | obviously this was a big problem for our |
2588s | VFX artists in particular because of |
2590s | this one little detail on the wormholes |
2592s | just why we've been looking at them |
2594s | recently where you can see the nebula on |
2596s | the other side of the wormhole when |
2598s | you're on high settings but not on low |
2599s | so that means it's gameplay missing |
2601s | gameplay information in the scene |
2602s | missing when you're on low settings and |
2604s | we really don't like that so that's why |
2606s | our VFX artist CCP Mercker |
2610s | has been working on this so that we can |
2613s | actually get the the the low shader |
2616s | quality to give it more of that gameplay |
2618s | information just look at little bit |
2620s | nicer and this is actually just thanks |
2622s | to a change that we made two weeks ago |
2623s | or three weeks ago I think where we |
2625s | finally managed to get around to this |
2626s | the problem was before tech wise what |
2629s | you could do is you could take a high |
2630s | quality effect and when it's on low |
2632s | settings you can turn things off but |
2634s | that's your only option so if you have |
2635s | to turn things off for performance |
2637s | reasons you had no mechanism to turn |
2638s | anything new on to replace it but what |
2641s | we did is we made a little pipeline |
2643s | rearrangement there a little tech change |
2644s | which means that he's now allowed to |
2646s | actually go in and say okay well on low |
2649s | settings turned this bit off but put |
2651s | this thing in an in in its place sorry |
2654s | if anybody's feeling a bit queasy but |
2657s | this was the important part of trying to |
2659s | get the the low shader quality version |
2661s | of the wormhole to actually give you the |
2662s | name be on the other side along with |
2666s | this since we're also already doing |
2669s | below there's no reason to not go and |
2672s | just touch up the high so one of the |
2676s | things that mercury wanting to |
2677s | experiment with was I'm giving the |
2679s | wormhole more of a 3d look make you feel |
2681s | more part of space less flat in |
2684s | particularly keep that middle part still |
2686s | fairly flat gives it that weird space |
2688s | warping look but these are still work in |
2691s | progress but and the idea was to give it |
2693s | something that felt like it was rotating |
2694s | around and the last bit is actually and |
2699s | for about a year year and a half we've |
2702s | had a new piece of tech that we're using |
2705s | for a lot of our ships we just call them |
2708s | controllers it's a very simple idea |
2710s | before if we want to play an effect |
2713s | based on something that happened you |
2715s | press the button in the game we want to |
2717s | play some effect that happens or a ship |
2719s | warps in we want to play an effect some |
2720s | exhaust pumping out or whatever before |
2724s | we'd actually have to have a programmer |
2725s | sit and type that in using the |
2728s | controller system we've managed to move |
2730s | to a pipeline for a V effects where a |
2731s | programmer can simply identify the Vote |
2734s | the information that an artist might |
2736s | want redirect that into a bucket and |
2738s | then it's the artist that gets to pick |
2740s | it out and hook it up and this meant |
2742s | that when we |
2743s | our ships we can have things like the |
2744s | exhaust shooting off when you go in or |
2746s | out of warp but in particular |
2748s | particularly importance here is by tying |
2750s | in the gameplay information we can take |
2755s | the the old version of the wormholes |
2757s | which would express their stability and |
2759s | give them a whole new look so there's a |
2761s | little bit more identifiable but this is |
2763s | also more flexible pipe line for a VFX |
2765s | artist in the first place allowing them |
2767s | to have a lot more fun with expressing |
2769s | game mechanics and gameplay information |
2771s | directly in the artwork that we provide |
2773s | in the game and so hopefully this is |
2775s | going to form a good foundation for more |
2780s | visuals in game that give you valid |
2782s | information about what's happening in |
2784s | your surroundings last little change I |
2789s | can't actually remember if they spun out |
2791s | already or if it's coming out soon as a |
2792s | tools programmer and I tend to be a few |
2794s | releases back in terms of my schedule I |
2797s | have to get everything done before |
2798s | everyone else starts but we are adding |
2801s | dynamic reflection maps previously if we |
2805s | wanted to make your ship look shiny and |
2806s | reflect the nebula round you we had to |
2808s | pre calculate this which meant that we |
2811s | couldn't do things like add in the |
2812s | planets we're trying to get more of this |
2814s | a bit more on dynamic nature of the tech |
2816s | to allow us to take the assets that are |
2819s | a wonderful artist make for us and couch |
2821s | them better in the environments that |
2823s | we're placing them in so I think you can |
2825s | I like the way that you can kind of feel |
2827s | that this just fits better into the |
2828s | scene with just a little bit of extra |
2830s | lighting come from and coming from other |
2832s | sources ok so that's everything I think |
2836s | we have for today so thank you all for |
2840s | coming it's been great |
2841s | [Applause] |
2854s | if anybody would like to we've got time |
2856s | for three questions if you want to come |
2858s | up and grab that mic hi I regret it |
2863s | already |
2866s | hi I'm kind of a new player to the game |
2869s | I think it's the giggles for my dad it's |
2871s | like that we're doing as a blind |
2872s | exercise and I've come from things like |
2875s | warframe or other games where I see all |
2878s | kinds of ships and the first thing I |
2879s | wondered when I saw the EVE ships is why |
2882s | are so many of them so asymmetrical I |
2886s | literally named my first a Tron tumor |
2889s | because it looks like it had a tumor in |
2890s | the wing asymmetry is beautiful okay |
2904s | what's the idea behind the art I mean |
2907s | what are the reasons we want to keep at |
2909s | a cemetery is actually just because it |
2910s | gives it a more unique look so we're |
2913s | quite happy with the art stuff that was |
2914s | established in the beginning we want to |
2915s | keep that going it's also again when we |
2918s | go into redesigns we don't want to |
2920s | completely throw away the ideas of the |
2922s | past but it just it's it's rare to see a |
2925s | cemetery in and the core art style of a |
2928s | game and so we just love having it so |
2930s | we're really enthusiastic about keeping |
2931s | it high so when I look at the ship |
2941s | models I love to sort of get an idea of |
2945s | in my head of what they look like inside |
2947s | and one thing I've always wanted to ask |
2950s | you guys and this is the perfect |
2953s | opportunity when you're putting the |
2956s | lights on the ships okay and you're the |
2960s | thing that really stands out in the back |
2962s | of my head is and the one that screams |
2965s | at me the most is think of something |
2968s | like the prophecy it's got all these |
2971s | little glowing golden or yellow like |
2975s | boxes they look like windows is that |
2978s | they're supposed to be or |
2980s | something else in your guy's mind and if |
2983s | so what purpose do they apparently serve |
2987s | at the time they look cool oh they look |
2993s | cool but like in your mind what are they |
2996s | supposed to represent or are they just |
2999s | decorations both I mean decorations |
3003s | mostly oh yeah |
3004s | but I mean it's also for you to |
3005s | speculate on you guys trying to improve |
3015s | the appearance of the ships from the |
3017s | outside the reflectiveness of the |
3020s | universe around them wouldn't really be |
3021s | the idea of when they're tethered that |
3023s | spot side of the ship being lit up more |
3026s | from the tether I mean I think for Doby |
3030s | not so for a lot of review facts we |
3031s | actually add lights into them already so |
3034s | they already have a kind of reflection |
3035s | on them so I think we used to avoid this |
3038s | quite a lot we have a lighting and tech |
3041s | it's called forward plus rendering it |
3045s | allows us to have a lot more lights than |
3046s | the scene anyway so we're always trying |
3048s | to add them you might notice we do |
3049s | things like on your on the fires on Rex |
3051s | now we have little fly lights to kind of |
3053s | illuminate the rest of the hall around |
3055s | the fire so if it's not being eliminated |
3057s | already by the tether when we inevitably |
3060s | get in our years of renovation of this |
3063s | game |
3063s | we never they give inevitably get back |
3065s | to taking a look at that they'll |
3066s | probably be some more elimination put on |
3068s | that as well thank you very much |
3076s | we are running an art corner outside the |
3079s | PvP room |
3079s | don't hesitate the common pocus we're |
3082s | not working we're here for you guys so |
3084s | just please come if you have any |
3085s | questions want some tips on art stuff |
3088s | you know want to start from arguments |
3092s | we're ready please drop by we will be |
3096s | starting it after the AMA later and |
3099s | we'll see you back here for the ena |
3101s | [Applause] |
3105s | [Laughter] |
3109s | you |