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Stellaris Dev Diary #188: Necroid Characters & the Art process

Hello everyone!

My name is Fredrik Toll, and I am the Art Director for Stellaris. For this week's dev diary, we will have a look at how we develop our characters included in the Necroids Species Pack.

Finding ideas
Much like when we design the ships, we start out with reference gathering, finding anything that inspires us visually. We gather everything we can find that fits roughly within the theme. In this case it was everything from Venetian masks, Egyptian mummies, Mexican makeup from Día de Muertos, wraiths, ascended energy beings, vampires, dark elves, and of course skulls. We are looking to find as many different ideas as possible.
Once we feel we have enough, we look at what we have, discuss them and put them in clusters, things that relate to each other and might be an idea for a species. We want each species to be as different from each other as possible, as well as trying to fulfill as many different player fantasies as possible.

On of the things we do to add depth to the ideas is we try to come up with a backstory for each of the, to explain a bit more what they are. Does not have to be that detailed, just something to give some context, and adds details, and helps the artist when they paint them, drawing on their history.

A backstory might be something like:
“A species which inhabits a completely sealed suit which they can never leave. You can see through the transparent helmet that whatever they once were, they are a hollow scare version of that.”
“An alien that has kept itself alive through genetic manipulation, the cells no longer die, they just keep dividing. The body has grown uncontrolled and looks weird / mutated.”

Developing ideas
So once we have settled on the 15 or so idea’s we need, we start sketching out various ideas. For the initial ones we usually just do line art, sometimes rough shading, it depends on the artist. We always develop at least 3-4 different versions of each character idea before going ahead and developing it further.
Here are some of the early look dev for some species.

01_early_concept_01.png


02_early_concept_02.png


03_early_concept_03.png.png


After the sketching phase, we use much the same process for developing aliens as we do for ship designs. We start out with rough sketches for the ideas, to see which path we want to go on. Then we choose the one we think has the best potential, develop it a bit further, trying different sub variants / poses. Once we are happy with the idea and its structure, we usually do a color test, look at different ways we can shade them.

Here is an example of what all this looked like for the aforementioned alien which extended life through genetic manipulation.

Rough sketches
04_species_development_01_sketches.png


Idea Variants / Refinement
05_species_development_02_refinement.png


Rendering
06_species_development_03_rendering.png


Color variants
07_species_development_04_color.png




3D Characters
Even though the characters are done in 2D, and look like it in game. The way they are made is technically in a 3D software. To do this, the character needs to be split into layers. So before rendering all the details, we split them up into the components they need. Tentacles might be several layers, eye lids, arms etc, anything that moves needs to be on a separate layer. By splitting them up early, the animator can start setting them up with the rough version. While the 2D Artist continues his work on the details. This also enables us to catch any issues with the character earlier.

Character texture
split_character.PNG


Character in 3D in perspective view
3d_character.PNG

Example of what the character looks like in Maya, all set up and rigged.

So once the color test, and layer split is done, we can finally move on to the final render. This is where most of the work comes in, making it feel more 3 dimensional, making sure the materials look realistic.

08_species_development_05_final.png



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That is all for this week. Next week we'll be posting the patch notes that you may have seen on our social media.

Keep an eye on our social media channels where we will be posting some more of the portraits.
 
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Dark elves huh? I am hoping beyond hope that my space elves will have an exciting new stage of evolution.
Though I feel that dark elves do not necessarily have enough of a death archetype. I would prefer Tolkien style corrupted elf orcs for this pack. Like something really ugly and drippy out of the Jackson films.
 
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If they are truly alien, how could you tell if something was meant to be internal?
Most of the aliens in Stellaris aren't very alien at all.
 
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3d_character.PNG

I've never touched portrait modding ... but If you actually rig them in maya, what would happen, hypothetically, if you tried to import an actual rigged 3d shape for characters, into the game, instead of 2D planes? (e.g. the maya teapot, as a test)
Would we see 3d characters rendering in-game in leader portraits/planet views? or would they just fail to load if the game doesn't detect a certain format?
 
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I've kinda expected to see a preview of all the finished portraits that will be included in the Necroids-DLC ? ( Same in regards to the ship-set-dd ) ?

Besides that, OOOH, patch-notes next week. How's actually the wording ? I mean, I thought that new content + patch-stuff ( completions, fixes, optimisations and balancing ) is actually called an update, so update-notes instead ? Or how we call it if Paradox is just adapting the game so that it can work with the newest DLC ? An adaptate ?
 
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Besides that, OOOH, patch-notes next week. How's actually the wording ? I mean, I thought that new content + patch-stuff ( completions, fixes, optimisations and balancing ) is actually called an update, so update-notes instead ? Or how we call it if Paradox is just adapting the game so that it can work with the newest DLC ? An adaptate ?

I think paradox thinks of it like this :
A patch is a big change to the game and contains all the changes that are being made in both the paid and the free update.
A hotfix is a small change to the game to fix something broken by a patch.

So patch notes contain all changes both free and paid.

@Topic intersting read. Would like to see the concept notes to the existing species at some point.
 
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I dont know what to think. Since September 17th we had 5 dev diaries, all solely about the upcoming species pack.

Are there no other important development insights to report? What about sectors, late game performance, population management, non-working endgame crisis, AI behaviour, and all the other aspects of the game, which require an urgent fix or overhaul?

Personally i am more than hesitating to put any more money into the game, before these issues have been adressed adequately. Especially so because developers have not dealed seriously enough with the problems and bugs resulting from federations (or even from previous content patches - vanishing democratic leaders, anyone?), yet.
 
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While I'm very excited about this art set, it doesn't make me want to fire up the game again. I've found my last playthroughs somewhat unenjoyable and frustrating. It's my sincere wish that the development of the game continues, but that it focuses on making the game more fun to play. I miss Wiz.
 
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patch notes are being released on social media first?

edited to add - oh I see its a joke.
 
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Honestly, i have no intent to buy that dlc. Since may we got almost no information about what the Devs will do about the long existing problems of this absolutly marvellous game. I love it. I played it for more than 2000 hours. But i can't go on, coz there is so much trouble other people here mentioned already. What are the devs thinking? Do they intetionelly try to eliminate their own game, so nobody will buy any stuff any more? What is going on there? What, dear devs do you need us to do, till you will deal with those well known problems? You need an uprise, demostrations before your HQ, a revolution, ...? i would really like to go on playing that game, but not in that condition! So please, fix it!!!
 
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Foisting the art director in front of an angry mob is rather tone deaf, and not very kind to the artists involved.
This.

This DD has great art in it. I just don't want to see (too many) DD's about art. I've seen too many already.

Stellaris Artist: I like your art. I like you. I like your work. Your boss, however...
 
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If those patch notes are meanigful in any way, doesn't Paradox team think it would be a much better PR move to talk about them, even in general, earlier? People would be much more welcoming of the new DLC as well as art dev diaries.
If you already have them prepared, it seems either a really bad PR decission not to talk about them at an earlier stage, or nothing of importance is actually fixed, despite the lengthily patch notes.

Unless, i'm mistaken and it's actually a great PR stunt, where everyone expects the game to remain in its current state, but just before release you will do a surprise "hey, we fixed everything!" miracle, and people will be so surprised, they will auto buy any DLC.

One could argue, that if you have lengthy patchnotes with a mirriad of little bugfixes and only few meaningful changes, it is better to make them public a week or less in advance. The first 3 pages of the forum will be: "whoa, look at those patchnotes!" creating the sensation that a lot has been fixed. Only afterwards people would notice that it's mostly minor fixes and that the few things that adress the big issues bring other issues with them. You don't want to give time for the dust to settle.

Not saying that this is what's happening, just giving a plausible explanation.
 
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Fix video games.

 
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