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Behind the Scenes #5: Citizen Characters

Hi and welcome back to another development diary for Cities: Skylines II! We’ve talked about the people living in your cities before, their wants and needs, and how they affect the simulation, but today we focus on the models themselves, our goals for them, and the process of how they came to be.

From the very start, we had a distinct goal: we wanted a clear and definite upgrade from Cities: Skylines in all aspects. The new Photo Mode camera allows you to get pretty close, so citizens had to have a level of detail to match this. But we also wanted our citizens to have much more variation to create a more inclusive and realistic gaming world. It was essential to us that the characters in Cities: Skylines II represent a broad spectrum of humanity, including different ethnicities and body types.

Achieving this diversity required a flexible and efficient system for creating character models across all the different age groups of the game. It was clear that a tool was needed to combine all those aspects and on top of that a great variety of hair, clothes, and accessories needed to be added. Lastly, it was also a major requirement that animations should work with any type of character model regardless of the body type.

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Real cities are full of diverse people and we wanted Cities: Skylines II to reflect that reality


POPUL8
This is where Popul8 comes into play. We partnered with Didimo, who created the Popul8 character design software that perfectly addresses our design needs: Create a lot of varied characters quickly and easily. We had our own art style for the characters and for this, Didimo created a base mesh to represent that style. With this external tool groups of citizens could easily be created for different seasons, age groups, and jobs, and then these could be imported into the game.

We had a set of early placeholder characters during development, which did not have much variety, so getting the first batch of final characters into the game was quite exciting for us. Suddenly the game came alive with a myriad of people walking the streets, doing yoga in the park, or taking selfies in front of interesting buildings. It brought in both young and old, tall and short, heavy and light citizens of all different ethnicities, bringing realism and diversity to the city. And when they started to choose their clothing according to the temperature, we took another exciting step toward more realistic citizens.

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A sneak peek at how characters are created in Popul8


GROUP OF CHARACTERS
As we wanted a lot of variation in the game, this meant a lot of character models. The game has children, teens, adults, and seniors all of which need to be done separately and set up so that their physical appearance remains the same through all ages. Some might change their hairstyle or gain or lose some weight but in general, they are recognizable throughout their lifetime. When working on new characters, we usually create a group of 100 characters with similar setups at the same time. As an example, let’s say it’s a group of adult people during wintertime.

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100 adults in winter gear in Popul8. Color variations for hair and clothing are not shown as these are set in-game.

HOW IT’S DONE
We have several sliders which control variables for age, tall or short, thin or fat. There are also several sliders for different ethnicities to ensure the characters look just right. As this is a group of adults the age slider is set to about middle with some allowed variance. Other sliders can have full range to give the group a good variety of height, build, and ethnicity. Next, we create sets of winter boots, jackets, trousers, headgear, and accessories from which clothing is randomly picked to form the characters in Popul8. Additionally, we have several versions of hair and tattoos for even more variety.

Once the characters are generated, they are checked to avoid any combinations that look way off. Some weirdness is okay, we want characters to reflect experimenting with different styles, but occasionally some just go a little too far from reality. Once we are happy with the group, it is exported from Popul8 and then imported into the game.

INGAME SETTINGS
The original texture assets are usually a neutral gray to allow for even more variations of color for the clothing, hair, and accessories. Once in the game, artists choose color palettes for the characters. It’s a fine balance between too garish or too dull and we have included both common and rare color choices to represent the variations you find in real life. Some people love a splash of color while others prefer more muted tones, and our character models should represent that.

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Selecting a jacket for the character

5 Hair.png

Getting your hair done


CHALLENGES
There were quite a few challenges with the character models for Cities: Skylines II. Some of these challenges were technical and expected, like what is the art style, what are the proper blend shapes, how clothes work when they are layered on top of each other, and how to compress animations. Other challenges were trickier to solve, like how different sizes of characters fit onto motorcycles or retargeting animations for children so they all look correct. Then there was just picking clothing combinations that looked realistic but interesting and not too odd - that was more of a fun challenge and it was great to see all the possibilities of the tools.

Looking to the future, we want to add more variations in character blend shapes, clothing, and pretty much all aspects of character models, so the city has a wider spectrum of citizens. This also includes animations and accessories for disabled characters and much more. While we have many ideas ourselves, we are always eager to hear from you about the kind of citizens you would like to see and which ones grow to become your favorites.

This brings us to the end of this development diary and we hope you enjoyed another peek behind the curtain. We’re back tomorrow with the last of this mini-series, where we cover the Tutorials & Advisor and how they can help you build the city of your dreams.
 
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Love what you guys did with the citizens, making them with separate 3d models and sliders is a big plus for variation :D Especially combined with hot/cold weather tag!

So we (assuming we'll get access to this software as well..?) have to make a batch of citizens first and then import them to the game, they are not generated live in the game?

I do have to wonder if the citizens aren't TOO detailed, they could easily do with a bit lower polycount, less detailed hair and without normal maps. I'm just concerned this will add quite a lot in performance.

This is gonna be a fun tool when combined with The Sims 4, imagine all the extra outfits :eek:

Idea:
Body and hand accessories: backpacks, handbags, walking canes, phones, dog leash, jewelry (flat textures).
 
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I don't get it, why all these high poly un-optimized cims, this must be taxing on your hardware severely with thousands of cims. It's also not in balance with the other elements when you zoom in so closely, I mean, the textures for grass or fields/mines are just flat without any detail.
 
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I'm really glad citizen models are way, way better than in C:S1! I hope we'll be able to "walk" around the city like in a FPS :)

Kids look helluva creepy though
6bli0rz01evb1.jpg

:oops:
 
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And then you wonder why the game is having such performance issues. How is it possible for you guys to cheap out on using an AI to make characters for this game? And literally nobody understands the performance issues you will get when you have tons of cims with modeled hair and teeth ?

Do they even have multiple LOD's ?
Why not hire a guy like SvenBerlin who was making beautiful cims with 2k tris and use a shared texture across all of them? This is not Sims4, it's a city building game, nobody will care if the fingernails are not modeled.
 
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So we (assuming we'll get access to this software as well..?) have to make a batch of citizens first and then import them to the game, they are not generated live in the game?
Now I think of it, this might actually be a good thing. Let's say you want to create a Japanese themed city you want to add way more Asian looking citizens to the city, so you'll only check looks suited with your city-vision.
 
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I still don't understand the hyper focus on how the Cims look and following their life path in this type of game. It doesn't seem like the trade off is worth it at this point and the Cims in CS 1 were complex and good enough.

If we had more tools to control traffic, we wouldn't need such complex behavior from the A.I. and performance would be better.
 
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I am so disappointed that you used AI instead of trying to make good looking models that are not bad as in CS1 with no eyes but with enough of balance of looks and performance…. so far all people i saw act plastic and look soo bad …. please fix them … or don’t…. in cs we had mod No Vanilla Citizens and we will have it here too i am sure with better work done by hand and by others ….
 
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I still don't understand the hyper focus on how the Cims look and following their life path in this type of game.
There's a lot of this sort of stuff in the game, like the car crashes. I think in all the streaming footage I watched (aside from specific "let me show you this thing) literally nobody cared, paid attention to, or ever checked out resp. noticed anything of that sort.

These things do not impact how you are planning your city. That does not mean they are pointless, but surely they are smaller priority, and esp. if they are what's killing performance (maybe they are, maybe they aren't) they should have been considered very carefully ...
 
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I think these weird third party citizens are a reason for the poor performance, considering how many they are rendered at once in videos and how they seem to have almost no low poly LODS, made me wonder how many wasted GPU power they produce by rendering the billions of triangles since one of them has like 60k... why do we need to see their teeth ? Also, why are the kids so weird, why did CO went on this route and did not stress tested this feature? Did they knew how much polygons each citizen had? Why not add some hair simulation per citizen to make things more exciting for the 4090!

They really need to redesign these horrible models !

And then you wonder why the game is having such performance issues. How is it possible for you guys to cheap out on using an AI to make characters for this game? And literally nobody understands the performance issues you will get when you have tons of cims with modeled hair and teeth ?

Do they even have multiple LOD's ?
Why not hire a guy like SvenBerlin who was making beautiful cims with 2k tris and use a shared texture across all of them? This is not Sims4, it's a city building game, nobody will care if the fingernails are not modeled.
Yes exactly, everyone caught up that these models are maybe more than 50% the reason this game's performance is compromised, CO did not even knew about this probably since a few days ago, even the general public starts to understand, especially after this dev diary it all makes sense. How embarrassing to use AI and even modders do a better job than these guys who had 10 years experience in unity with their own game!
 
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I really think kids, from what I saw, need way more work - especially the animation part when it comes down to arms.

Also, I hope, at some point also disabled people/people with special needs take place like blind people, or people sitting in wheelchairs.

Also nice would be people on skateboards or with rollerblades at some point :)
 
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Can you please comment on the impact these highly detailed models with an incredible amount of triangles have on the game's performance? Many including myself believe that this could be a major contribution to the game's poor performance, especially since tens of thousands may need to be rendered at once.
 
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I am certain this is the reason for the performance issues. It's as if they are trying to do their own version of Life by You in this game. I am sorry, but with the apparent massive issues with performance that threaten to tank the sales of this game, this is an easy choice of a feature to scale down.
 
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As someone who occasionally goes outside and sees people, here's a list of feedback.
  • Faces look very bloated.
  • The hair is too shiny and should have darker roots.
  • Eyebrows should be the same colour or darker than hair roots.
  • People wearing hats usually have hair showing underneath. As currently implemented, they look bald.
  • On the subject of bald people, I didn't see any bald people among the non-hat wearers.
  • Are all the bald people wearing hats to hide their baldness? :)
  • Kids lol.
 
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What was wrong with these models? They were more real than those horrible creatures, those are caricatures compared to the old ones, they just needed a bit more polish and you could have used them, instead of those nightmare fuel spawns of satan!
Who takes these design choices, Mariina or Paradox?
 
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