Worked on in 2018, This was one of the first full interior spaces that I created at CIG.
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On the Hammerhead, I was responsible for block out through to final art of the Front Corridor, Cargo Bay/Engine Room (plus connected rooms,) Kitchen, Side Turret interiors and a few corridor sections.
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The Hammerhead was concepted and then blocked out using various assets kitbash from existing Aegis ships, so a huge thank you to all of the many artists who created those various assets that lay at the foundation of many of the corridors etc around the ship. Also a huge thanks to the other Vehicle Artist who helped with final polish and LOD tasks on this ship.
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Cargo Bay – There wasn't much concept art for this space, and changes needed to be made to accommodate the ships layout, so I had a great deal of freedom to expand on this areas concept and define its style, layout and functionality.
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I added verticality to the space by expanded the ceiling above the main cargo lift, adding an extra deck to the ship which also served to accommodate rooms that were added to the ships spec list – This connected via an overlooking control room. I also added railings and alcove sections to breakup the floor plan and offer better cover for FPS gameplay.
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My favourite feature of this space however was the engines themselves, I hade a great time working on these! - I took aspects from the engine sections shown in the concept, but reworked them into more fleshed out militaristic designs with various interconnected mechanical sections. These 'hero assets' were made fully bespoke for this ship by me.
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Lighting – All lighting shown in the renders are my own work also – these scenes were relit specifically for portfolio purposes. So will differ from the lighting seen in game currently.
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During production I had 'work in progress' lighting, but the final lighting task was handed over to another artist so they could light the ship as a whole.
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I had always wanted to go back and see my original palette and ideas taken through to final, so while working on these renders before leaving CIG, I took it as an opportunity to pick up where I left off, grabbing my old CL from before the handover, and did a quick relight for fun.
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It was a great trip down memory lane, and I'm really please to be able to showcase these assets with the benefit of what I had learnt over the years that followed from doing interiors and lighting work on other ships for StarCitizen.
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Special Credits
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Concept Art Director - Paul Jones
Concept Artist – Gavin Rothery
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Vehicle Art Director - Nathan Dearsley
Lead Vehicle Artist – Peter Royle
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Vehicle Artists Who Worked on other Areas of the ship -
Thomas Woodward, Daniel Grebby, Colin Baynard, Calvin Williams, Robin Karlsson, Aris Chrysikopoulos and Jack Walker.
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VFX Artists – Jacob Beckley and Michal Piatek
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General Credits
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All the work done at CIG is a massive team effort; without the hard work of all the staff from each department and the support from the community. None of it would be possible.
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Massive thanks to the vehicle System Design and Tech Art teams for their hard work in assisting us getting all aspects of the vehicles setup and functional in game, the weapons and props team for the assets they created for us and also to the VFX and Audio departments for their contributions on the vehicles - adding so much atmosphere and immersion to the game.
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I would also like to give special credit to all of the other CIG vehicle artists past, present and future: the work done at CIG is done with access to shared libraries of assets - many textures, materials and even whole assets will be used in the creation of new work. Even finished assets need to be revisited, maintained, updated and improved as new features are added to the game - so a huge thanks to all of you for your help and contributions!
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https://www.artstation.com/pauldavidjones
https://www.artstation.com/gavrov
https://www.artstation.com/nd3d
https://www.artstation.com/peteroyle1
https://www.artstation.com/jbeckley