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CK3 Dev Diary #34 - It’s all about appearances

Hello, I’m Nils and I’m the lead character artist on Crusader Kings III. We’ve already touched briefly on a lot of the features of the portrait system but in this Dev Diary I’m going to dive deeper into the intricacies of the system. It might get a bit technical at points - so bear with me. I personally think all this stuff is very cool but I'm also a gigantic nerd when it comes to these things.

front_end.jpg

There’s going to be a lot of text in this Dev Diary, but really, when it comes down to it, it’s mostly there as an excuse to show off the art!

Characters are generated dynamically in the game using a DNA system that defines their looks - everything from mouth shape to body height is stored in this DNA. A DNA is made up of a number of genes. Each gene defines a certain feature. Crusader Kings II already does something similar, but in CKIII we have more than 10 times the amount of genes for every character and a lot of added complexity. The system itself is very flexible and it was up to me how to set it up to get as much visual variation out of it as possible.

Our predecessor, CK2, by necessity builds up characters from a limited number of facial features. There are x amount of noses combined with x amount of mouths and x amount of eyes and so on to make up a face. While this works well and gives a good amount of variation it still has some inherent limitations. What we’ve done in CKIII is to have a much more granular approach where we use many parameters to control each feature. So, for example, instead of just picking a nose (you shouldn’t pick your nose kids) out of a selection of pre-defined noses we store values for nose protrusion, nose height, nose length, nose nostril height, nose nostril width, nose ridge profile, nose ridge angle, nose ridge width, nose size, nose tip angle, nose tip protrusion, nose tip width, nose ridge definition and nose tip definition. In other words; if you’re into noses, or any other facial feature, this is the game for you.

faces.jpg

Some of the many faces (and noses!) of Crusader Kings III
As you can imagine, this gives us quite detailed control over the facial features of characters. And they can vary greatly depending on many factors, which I will try to cover here. Let’s start with ethnicity.

Like we’ve shown in other Dev Diaries already, the CKIII map covers a vast area of the world from Ireland in the west to modern day Mongolia in the east and from Arctic Norway in the north to Sub-Saharan Africa in the south. This big area is populated by groups of different ethnicities which we represent in the game. Due to the way that the character generating system is set up, we can use the same base assets for all different ethnicities and just script in different average values for the facial feature parameters. As an example, west african characters have, on average, darker skin, fuller lips and differently shaped noses than their european or asian counterparts, but they still use the exact same base model. This is good news for inheritance, which is the next subject I will discuss.

ethnicities.jpg

A selection of characters of different ethnicities
Due to the fact that all characters use the same base model, we can easily create blends between multiple DNAs. Each character stores two sets of genes that we call dominant and recessive, respectively. (Disclaimer: Please note that the dominant and recessive genes in our system do not work exactly like in real life. We’re still dealing with an approximation of genetics. We haven’t fully replicated real world genetics. Yet.) When a baby is born it will inherit two versions of each gene - both of which will come randomly from either parent. As mentioned one of these genes will end up being dominant and the other one recessive based on a chance value (dominant genes from the parents have a higher chance of being inherited as dominant genes for the baby). The appearance of the newborn character is decided entirely by its dominant gene set. But the recessive genes are still there as a representation of genes carried down the generations. So when this new character gets to make its own babies they will have a chance of inheriting a gene from their grandparents, even though that gene might not have been visible on their parent.

inheritance.jpg

Inheritance in action. Top row parents and bottom row their children. If you look closely you should be able to spot the inherited features.
I hope you guys are still awake for the continuation of this Dev Diary. What does all this genetics mumbo-jumbo mean for you as a player? It means that inheritance has a much bigger impact on the appearance of a character in CKIII than than it does in CK2. Characters of different ethnicities that get down for the hanky panky will make babies that look like a blend between both parents, with some genes from further back in the family tree thrown into the mix. Of course, there’s still a fair amount of randomness in the system so we won’t get identical siblings unless they are, you know, identical twins.

Now, while we’re on the subject, let’s talk briefly about children and aging. This is the other huge factor in defining the appearance of a character: his or her age. The 3D system that we use gives us the possibility to have seamless aging and there’s a ton of things that are set up to take advantage of this. A newborn child will obviously be very tiny compared to when it’s all grown up. It’s adult facial features will be there already from birth but they are very toned down during early childhood to get gradually more pronounced as the character ages. When a character approaches their 30’s and 40’s their skin will get more rugged, age lines and wrinkles will start appearing in the face, and their hair turns grey. Once they enter old age their body will start sagging, posture will deteriorate, their ears and nose will get bigger and the jaw protrudes as they lose their teeth.

aging_somatu.jpg

Chieftain Somatu of Kevrola, from age 0 to 99

In addition to genetics and age, lifestyle choices and changes also impact a character’s appearance. Body types vary greatly from alarmingly thin victims of starvation to truly impressive bulks of some high nobility gluttons. Different levels of muscularity and fitness are also represented and tied to the “prowess” value in the game.

body_types.jpg

Examples of different body types


gaining_weight.gif

Like, every Christmas Holiday, ever


working_out_02.gif

I got ripped in five seconds!

There are a number of traits and conditions, genetic or otherwise, that have visual impact on the character portrait. Some examples of non-genetic ones are pregnancy, wounds, scars, lost arms, blindness and disfigurement. And some notable examples of genetic conditions are dwarfism, gigantism, albinism and hunchback.

traits.jpg

Genetic traits

Dragoman.png

Dragoman

Dam.png

You know how some people have names that just feel “right” for them?



wounded_anim.gif

“You should see the other guy”

We have already discussed clothes in previous Dev Diaries so I won’t go into great detail about them. But I would like to show something I don’t think we’ve shown before. That is the barbershop feature which allows you to change clothes, head wear and hairstyle for your character:

barbershop.JPG

Barbershop
Even though the vast majority of characters have randomly generated appearances, there are some notable exceptions. The detailed setup of the DNA system allows us to design quite specific appearances where we want to. There are some historical starting characters in the game whose looks were based on how they are described in historical sources. For example William the Conqueror and Harold Godwineson of England. Of course, medieval sources are not always... perfectly reliable and the portraiture from the time not the most accurate (to put it mildly!) so we did have to do some guesswork and use a lot of artistic license. There are also a whole bunch of developer characters with appearances that match their real life counterparts. They’re lurking around various courts in the game. If you want to find some, a pro tip is to browse through the characters in modern day Sweden…

It is perfectly possible to mod DNAs as well as adding new ones, so if you feel like adding your own likeness or a medieval Abraham Lincoln to the game it is fairly easy to do so.

fate_of_England.jpg

Historical characters from the “Fate of England” in the 1066 start date. Guess who is who!
And finally, to end this on a more gruesome note, the last thing I’d like to show you is some diseases. As you all know, the middle ages were a time of ravaging epidemics and quick unexpected death from disease. And the game reflects that in quite a graphical way.

And if you don’t enjoy being disgusted - don’t worry - we have an option to turn off the worst looking diseases and replace them with something less nightmare-inducing.

WARNING: The following spoiler tags contain images that some viewers might find disturbing. Viewer discretion is advised.

illnesses.jpg

Don’t say I didn’t warn you
 
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Olden Weiss

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In the last diary, different clothes were shown, will special clothes for the crusaders be added?

It's possible, but I doubt it. The tabards and such we're used to seeing on crusaders, if I'm not mistaken, belong to the knightly orders who wore them. We'll more likely see things like that on Holy Orders, if at all.
 
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I wish to point out the inaccuracy of the "ripped" body version. It really looks like the muscular body type aims for definition, not mass. Of course, that is the current paradigm of what constitutes a muscular body, but it is built for aesthetic primarily and function secondarily, something that I expect in the middle age would not be the case
Some people have ripped body naturally (genetically), and prolonged hard labor also create similar physique.
 
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Olden Weiss

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I know many people compared the portrait visuals to the Sims when they were first announced, by a friend of mine recently did a little quick photoshopping to show how these most recent versions of the visuals put that fear to bed for good.

1595617881740.png


Can you tell which of these fellows is from The Sims Medieval?

It's true the visuals have more of a "cartoony" look than, say, Imperator... But I can see why this might have been necessary. Photorealistic renderings for well over a thousand characters in the mid to late game would surely be a huge tax on resources. I think comparing them side by side, it's safe to say CK3 does, however, go above and beyond the Sims for realism and detail.
 
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kobreti77

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I know many people compared the portrait visuals to the Sims when they were first announced, by a friend of mine recently did a little quick photoshopping to show how these most recent versions of the visuals put that fear to bed for good.

View attachment 602578

Can you tell which of these fellows is from The Sims Medieval?

It's true the visuals have more of a "cartoony" look than, say, Imperator... But I can see why this might have been necessary. Photorealistic renderings for well over a thousand characters in the mid to late game would surely be a huge tax on resources. I think comparing them side by side, it's safe to say CK3 does, however, go above and beyond the Sims for realism and detail.

How old is Sims Medieval again ? ;)
 
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Olden Weiss

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I think it was a rhetorical question
because the only sims characters sticks out like a sore thumb

Haha, indeed it was. (Bottom left, of course.)


How old is Sims Medieval again ? ;)

Quite, but that's the beauty of it. We no longer need to choose between realistic and Pixar-esque graphics. With technology as it is, a good team can make a "cartoonish" style look gritty and realistic, which opens the door for saving processing power that would otherwise be spent on tessellated hair. Glorious!
 
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Olden Weiss

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Wait a minute...

Did...

1595628390503.png


Did Robert Baratheon convert to Tengri?
 
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Sushurashi

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In reality skin tone and height are controlled by a bunch of genes each (and height also has an environmental dependence), so I hope that there are a few genes that control skin tone and height. Also, hopefully there are a few that control nose and chin size so we can breed ourselves properly besnozzed Hapsburgs.
Well, can't speak to the other traits just yet, but they listed 14 genes responsible for nose size and shape. So with some careful breeding, you could after a few generations have a family known for it's large Schnoz ;)
 
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Razmorg

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This looks amazing but why are they hiding Eastern Roman characters???

104336185_3102358183184778_8352894979767986933_o.jpg


I think this is an image of a greek duke but I could be wrong. It came up in a thread mostly annoyed at the orthodox bishop sharing the catholic look. It's possible it's not finished stuff so they wouldn't want to show it together with all the other ones.

Also if you missed this info you can thank the guy who used the "Saw this image" title to the thread which must be like the most reverse clickbait ever.
 
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Knotz

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Stylized representations tend to hold up a loooooooot better than photorealistic depictions given how quickly tech develops and considering the likely lifespan of this game.
 
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GeorgTheKnyaz

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While I know that at this point of development significant changes to what has already been done are improbable, I wish to point out the inaccuracy of the "ripped" body version. It really looks like the muscular body type aims for definition, not mass. Of course, that is the current paradigm of what constitutes a muscular body, but it is built for aesthetic primarily and function secondarily, something that I expect in the middle age would not be the case. This is especially noticing in the abdominal belt. The "ripped" body you are presenting are not of a viking warrior who fights bears with his bare hands, is from a guy who does callisthenics and goes to starbucks.
Apart from that, I appreciate the rest.
I’m disagree with you. Look at body of wrestlers. Those ripped bodies shown in dev diary are similar to wrestlers’ bodies. I still hope that there would be different types of ripped body. Because some people got genetically different body types, eg: limbs length, muscle tissue length, testosterone levels etc. But ones again, I disagree that the body they showed us, is bad.
Edit: I don’t mean fake wrestlers, I mean Greco-Roman, or freestyle wrestlers.
 
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SMiki Lorebringer

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Photorealistic renderings for well over a thousand characters in the mid to late game would surely be a huge tax on resources.
While I like the current look and would prefer it over photorealistic one, I want to point out that rendering all characters ingame would be pointless regardless of the style. We see them only during interactions or in character searcher, there is no need to render Tamil courtiers when the player is in Finland minding their own business.
 
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