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Stellaris Dev Diary #186: Necroid Ships & 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 wanted to give you an insight into the development process of creating the ships for the Necroids Species Pack.

Let’s dig right into it!

Designing a new Ship Set
After settling on the theme, the first thing we do when embarking on designing a new ship-set for a species pack, is going through the core ideas of the species pack with our internal team of concept artists. In this case it was centered around the theme of death, and the various species who have cheated it. After the brief, we had everyone write down their association and ideas for this theme to know what everyone is thinking. This allows us to align more what it’s all about, share ideas, and inspire each other. By doing that we are able to highlight what is more important and what does not fit with the theme.

After this we do a search for visual reference to use in the concept process. These can be anything from patterns, statues, tiny objects, to buildings, whatever inspires us visually in connection to the theme. We look mostly for shapes, but also materials. Architecture is usually a great source of inspiration, they have great shapes, and a scale suitable for ship details. We try to avoid using other existing ships as reference since we want to develop something original, not just a variant of others, though they can still be a reference, if only to show what we don't want.
For Necroids we looked a lot at Art Deco and brutalist architecture, tombs, pyramids, as well as skulls, fossils and many other things. After reviewing and discussing the references we start sketching, going wide, anything goes. Sometimes they align a lot with our references, other times ideas come from nowhere, it’s all part of the process. This leads to a whole lot of Ship designs ideas. Here are a handful of those.

01_initial_concepts.PNG


Ultimately we settled on these two references as our direction. They felt like something far away from existing ships, as well as fitting well with the theme.

02_chosen_direction_01.png


02_chosen_direction_02.jpg


Developing the Style
These ships are only the start though. Once we have chosen one of the styles we did in our initial look development. We have to flesh out what those mean. These are just side-views, they do not tell you everything you know, in fact, opinions of how to interpret it can differ significantly. So we need to figure that out, as well as adapting it for the demands of the game, such as having sections, having turrets etc.

Usually we start with the Cruiser, since it’s a good mid-size ship close enough to all ships sizes that it’s relevant for all designs. You also have a fallback option, if it turns out that it looks too big, you can just use it for the battleship. If it turns out too small it will be the destroyer or corvette. Here you can see a few of the concepts from the process. It looks pretty straightforward, but it takes a lot of back and forward before we nail it down.

03_refinement.PNG


Creating the Concepts
Once you have the style narrowed down, it’s time to make all the actual concepts for each and every ship. Even though the style is figured out, each ship is a bit unique and each of them present new challenges, and new parts of the style to figure out. The civilian ships are different from the military ships. Each of the military types ships has a different size, and the style differs significantly from the corvette to the juggernaut. Each of the civilian ships has a very unique design and they have more in common with some stations than they do with each other. The construction ship and the mining station often share traits, as do the science ship and the research station.

Here are two different examples.
The science ship for instance, has a much more high tech appearance than the other ships. The process is made easier though from the work we have done on previous shipsets. Some standards have been set, the science ship for instance usually has a more “cool” appearance with a more streamline almost racing type ship. This helps us know where to aim, and apply the style on that.
Sometimes it's pretty straightforward – Let’s take the example of the Science Ship. First we start by making a couple of rough versions, then choose one of those versions, then make some more versions based on that one. We then continue the process by once again choosing one of them, refining the details to finish the design, and in the end we create an asset sheet. The asset sheet is for the 3D artist to model, and know where to apply which material. It speeds up their work a lot and makes sure everything is consistent.

04_science_ship.PNG


05_science_ship_result.PNG



Another example would be the construction ship. They are very bulky, usually described as a cargo hold with engines, and a bridge. Here we made some initial concepts. One of them we felt looked like a good idea for a transport so we got that idea for free.

06_contruction_and_transport_ship.PNG


There are so much more we would like to show. But as you can see here, there are several hundred images in this process.

07_all concepts.png


Ship modelling
After we are done with the concept art for all the assets, they are sent to the 3D artists. Figuring out a design in 3D while you are building the ships is very time consuming, so the idea is that the concepts are clear enough that the 3D artists can mostly trace the concept. There is still a fair bit that needs figuring out as you are building the ships, but the concept art does save an enormous amount of time.

That being said, sometimes the concept artist uses quick 3D models in the concept art phase. Figuring out a design purely in your head is very hard. So making a rough model of your idea, then doing some paint-over on top a screenshot can save a lot of time. The difference is that these models are not fit to use in game, since they are not modelled properly or economically.

Usually we have a 3D artist join the team in the concept phase though. As soon the first ship concept is finalized and the style is set we build that ship, and start working on the materials. We do some concept work for the materials as well, but you only really get a feel for it when you can move the camera around, and see how the lighting moves across the hull of the ship.

The Final Results
Then follows several months of 3D modeling, once done, we rig them for animation, export them to the game, and add particle effects. And finally, here are some examples of the finished ships:

08_necroid_station.png


09_necroid_cruiser.png


10_necroid_juggernaut.png
 
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While I am not terribly interested in Necroid species (that belongs into fantasy, not scifi in my little corner of the universe), I would buy this pack regardless to support continued development of the game if there was a patch accompanying it that fixes at least some of the glaring issues the game has. But judging by the way Paradox once again communicates only fluff but no stuff, this will probably be the first DLC that I will pass.

Sorry, but more eye candy is just a money grab to me, NOT continued development of Stellaris.
 
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I am more a monolithic fan with less spikes!

Like upper right square left upper ship or lower right second last ship.
01_initial_concepts.PNG
Don't like the spreaded half circles, would look better if they were smaller spreaded. I like on the right side middle line the last two right.
04_science_ship.PNG
Ship C combined in design with D
06_contruction_and_transport_ship.PNG
The topic is problematic as it represents death and all accociated fears.

It aren't the fears that are importand for this species, it is the overcoming or the negation of them. Like you wake up every day, the psychological normalisation of the death state. I don't know the backstory you defined for them. Means they probably will see a sacrificing as expectable thing, nothing big to do, it is just honoring of sociological conventions. A big thing will be how they managing reproduction and attractivity because a dead body isn't any longer as beautiful and rotting to dust.

Furtherly will reproduction equally be ritualised, which dependly is questioned how they reproduce.
In terms of egalitarian or elitarian forms - individualised forms vs idealised collective forms. Means egalitarian has a possibility for collective and individual approach as the elitarian form equally can be variational between this two poles.

On a general natural founded economy an egalitarian form of employment will lead to a primary elitarian elite, if markets are seen as not to regulate. Dominants will centralise further and defined on an economical level the min. amount of "work division/specialisation", the amount of elitarian will related to function of an operational ideal to planet size and administrative requirements like research, production and culturals.
  • This is a collective approach as the main justified reason in elitarian circles are determinism and adaptation on a temporal accumulated order administration by epigenetics (like, better life conditions and access to education stable over a long period will lead to supremacy).
  • An "individual" approach as long the elite believed it would be natural selection on a general bases. Can equally transformed to collective if the genetic distribution of nature is already layered for survival and predefined by reproduction.
  • Another logical natural approach is sleeper genetical disposition, executed by genetic activation, which tries to compensate a rise or fall of request of a specific task layer of requirement.
    • All of this still justify a collective label and origin for it.
This is basically the question of communism or capitalism as they associated them self to collectivism or individualism. The exact executism is a capitalistic approach more collectivistic as a communistic approach as production turns its consumer into drawers of social grades, in terms of their potential adaptive function ("The Consumer Society" by Jean Baudrillard) inside a survival serving operational construct. A theroiry founded on respecting limitation and inequality justified through that, sacrifices individualisation for survival - a higher collective imperative is installed here.
  • A communist approach is an individualised presumption of enough resources to justify individualisation
  • As the psychology knows of the containment of distribution shortage it freely accepts a reduction on access in resources to justify, freedom or individualisation, right to determine the own and others fate. But this has to be seen as a temporal accepted limitation of access and is only a matter of time until it will abandon this obligation. It dosen't predetermine systematically integrated collectivistic psychological approaches, it just temporary sees a necessity to express itself.
  • It is likely just a prestep of further request of more individualisation and acquisition of resources, the terms responsibility is underdeveloped.
Determined of this reproduction will be based on power or control distribution.
  • If a communist approach is set, reproduction will excludeds from free decision - the system chose the reproduction
  • If a capitalist approach is set, reproduction won't be ordered it naturally preselects itself and reproduces the existing order
Means in,
  • capitalism the leading collective designated will clorify itself and chosen the optimal for them self or partial enhance their genetics
    • furtherly will they decide the task "enhancement" of the others, out of "necessity"
  • communism the leading individualising movement designated will glorify homogeneous greatest denominator equalizing genetic ideals
    • they can't optimise people to tasks without questioning them self - there is no ability to prioritise or see necessities. In Hayek: The leader of communism as in the same degree slaves as the folks or they have to create an illusion of this state - it the way they legitimise them self.
Now as we have two reproductive systems we can proceed.
Respecting the fact that Jean Baudrillard saw the survival or death as only instance for essentially counter counclued simulation generation. We possibly would have completely a virtual space species to compensate the stimulation and growing amount corpses in sarcophagi, like an afterlife in pyramides, the life beyond. Goes into the Borg from StarTrek thing. Possible just some heaven world for consciousness of the drones with modified skill set for the corpses or just stripped of everything to serve one centralised consciousness leaders seen themself as gods.

Difficult if there isn't any living organism which undergoes evolution then the justification is broken. Hm, maybe there is some sort of lineage and consciousness accumulation "sarcophagi" that fuses the two or all coming individuals to one and this is then seen as the transcendental god leaders and representant of the species. So they just fuse individuals together as they have individual tasks. This would solve the amount of growing copses and includes somehow evolution and species over reaching, seen as to integrate into the consciousness. This underlines a more transcendental strive of this "species" and its sticking on matter layer, its despraid way to reach eternity.

As the body losses its importance the "connection" or "fuse" will install a pre definition of attractivity compatibility or consciousness evolution. This could equally be a sort of competition to get to the state of the consciousness god or a place of worthiness to fuse into him.

Then we have to solve the Xenophile and Xenophobe perspectives.
  • It will possible for the phile side be some sort of ways of honour and intercompatibility in fuse degree "Driven Assimilator". For the phobia it is more like a foundation in the own species.
  • They will appear more like the "Rogue Servitor" and "Driven Assimilator" and xenophilia as some kind of migration into a primary death species ruled region.
 
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Because said issues don't affect/affect much less people who, like me:
  • Aren't very good at the game
  • Enjoy being able to roll AI players
  • Restart games constantly due to new mods or empire switches
  • Play on small galaxies for shorter games
Thank You!
OK, I can understand why that makes for example whatever is up with the crisis a non-issue. I also can see why you don't mind if the AI is unable to defend itself against your fleets.

Two questions remaining if you don't mind (or anybody else who might feel similar to you):
Is the military AI also irrelevant as far as your allies are concerned? My last game for example was shortly after Federations to have a look at the supposedly fixed AI and aborted it because the federation fleet was doing nothing at all to participate in the wars.

I suppose by not being very good you mean that you struggle with the economic complexity. Wouldn't we both get a significant improvement of the game if we had tiles again?
 
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View attachment 635044
The #2 ship in the middle-right with the ... pentagram (i guess) hyperspace graphic is quite interesting.
Have you thought about giving shipsets unique fx like different hyperspace-jump windows or different shield-shaders etc?

also the ship below it looks like it has holograms over it.
View attachment 635036
IMO it'd be really cool if capital ships (titans/juggernauts) could project a hologram entity of our empire's flag emblem off their sides,

As an aside, are there any plans to add a juggernaut model for Fallen/Awoken empires? I dont think they use that ship-class currently.. never seen one since federations came out.

Edit: Also looks like someone's been binging on Stargate SG-1
View attachment 635071

Wheres my Ori/doughnut ship-set PDX??
I *really* like your idea of capital ships showing your flag as a holographic emblem.
 
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i wish i could finish a game without performance issues and dumb as brick AI and seriously all in game calculations is on 1 thread thats bullcrap they working on DLCs instead of fixing the game if i was a developer i put performance and AI and other things on top priority before DLCs and other things and i made a mistake buying all dlcs before see what problems have and why i bought all dlcs because first time when i started playing i liked very much and after first lagfest encountered i tought developers will fix these problems and these problems are still in game and not fixed
 
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Out of topic: could you please have another pass on the Humanoid shipset, some day? In the long run, all the military ship sizes look the same (with just more or less turret on their top), when I compare with a fleet on one of the loading screens.
 
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Then be mad then, not before everything’s been revealed. Paradox knows people aren’t satisfied with the AI, constantly complaining isn’t going to make them change their mind between patches. Seriously, it’d be like getting mad that the opening act of a movie doesn’t have the climax in it.
"Not before everything's been revealed." It's like you literally didn't even read what I said. Probably didn't.

We've heard that. We've been told 'don't be mad before everything's been revealed', and time and time again what ended up 'being revealed' was a load of nothing. What POSSIBLE reason is there to believe that 'this time, for sure, it'll be different!'?
Saying that again doesn't magically make all the people enjoying the game's functionality vanish into thin air. And claiming that anyone who disagrees is just willfully ignoring the "truth" doesn't magically make us retroactively not be enjoying the game.

Insisting that those of us who disagree with you on a subjective topic like the enjoyment of a game are somehow objectively wrong isn't going to make us spontaneously rewrite our experiences for your benefit. The silent majority isn't going to stop funding something they enjoy because someone they don't know exists made a post on a forum they're barely aware of claiming that their enjoyment is objectively impossible.
You need a reading comprehension test because holy shit.

I did not say "You are not actually enjoying the game, you're fooling yourselves." What I'm saying is "You enjoying the game inspite of these enormous errors does not make the enormous errors go away." Jesus Christ.
 
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Does this mean that you will also be updating the Fallen Empire shipset as well? I recall they do not have their own Juggernaut, nor Habitat model.
 
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"Not before everything's been revealed." It's like you literally didn't even read what I said. Probably didn't.

We've heard that. We've been told 'don't be mad before everything's been revealed', and time and time again what ended up 'being revealed' was a load of nothing. What POSSIBLE reason is there to believe that 'this time, for sure, it'll be different!'?

Literally nothing since grekulf came out and explicitly said such changes are too risky for an art pack. Once they have something, he'd talk about it. In other words, it's not coming now and they don't have something to share immediately after. Let's take the dev lead at his word! Such changes are not coming soon.

You need a reading comprehension test because holy shit.

I did not say "You are not actually enjoying the game, you're fooling yourselves." What I'm saying is "You enjoying the game inspite of these enormous errors does not make the enormous errors go away." Jesus Christ.

Yeah, I know people who literally like getting kicked in the genitals. I don't. That doesn't make either group wrong. But, if the goal of the game is to not get kicked in the genitals, I can legitimately complain if I am.
 
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The game has issues
but the ~30-50 of you obsessed with those issues that go around upvoting each other and downvoting everyone else while posting the same messages over and over need to get off your hyperbole.
Most of us want to see stuff like this, the reveal of an amazing new ship set, PDX knows that.
Sarcasm-Mode activated: Oh yeah, you refer to this vocal minority that can't just be silent in order to accept that Stellaris has just these subjective issues here and there that aren't even objectively that important to deal with in the first place, right now or in any possible future. Exaggerations everywhere. And yeah, how ... annoying ? to read the same messages again and again and again, especially since that's just a thing from this vocal minority. And yeah, how ... insidious ? to push the agree-/disagree-buttons. This could look like a silent majority, but if so then it's just a phenomenon here in this forum since outside of this forum, there's still the actual silent majority that doesn't just vocals its satisfaction, is just happily playing vanilla-Stellaris in the background, avoids toxic places like this forum, but lurks around in places of pure cordiality like Steam / reddit / Twitter and is totally immune to be influenced by any marketing-methods of Paradox, its unpayed and payed friends.

Just to make a point, but I do neither give upvotes nor downvotes nor these other reactions. ( OK, I'd given 1x Disagree and 1x HaHa, but that's it ). That would make me a part of this satisfied, but silent majority, right ? Long story short: Avoid stories like "Most of us".

Meanwhile the game continues to hit ~14-20k peak players every day which is pretty decent for the gaps between updates compared to the past few years.
Aha, but this 5 months old article states that Stellaris has sold more than 3 million copies so far: https://www.gamasutra.com/view/news..._sold_over_3_million_copies_in_four_years.php ... Now, it's probably + 3 million copies which means up to + 3 million Stellaris-owners, too. I mean you can still continue with stories like "Most of us", but even if I take the highest peak of Stellaris-players ( 68.517 ) of all time ( from its release-day: 16.05.2016 ) via Steam-charts then it's still uncertain to assume what up to + 2.931.483 other players think about Stellaris.

Not to mention mods: If someone plays ( happily ) a modded Stellaris that's a more completed, fixed, optimised, balanced or / and extended version of vanilla-Stellaris then you can't give vanilla-Stellaris and Paradox credit for. I mean, take me as an example: Since V2.7.2 had been released ( 26.05.2020 ), my favoured mod ( "Stellaris Immortal" ) isn't yet updated so far and that's why I've ... remembered Paradox responsibility in regards to vanilla-Stellaris.
 
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"Not before everything's been revealed." It's like you literally didn't even read what I said. Probably didn't.

We've heard that. We've been told 'don't be mad before everything's been revealed', and time and time again what ended up 'being revealed' was a load of nothing. What POSSIBLE reason is there to believe that 'this time, for sure, it'll be different!'

Oh no, I did read, and your condescending attitude doesn’t change that. Who cares if it hasn’t been up to your standards before? Do you really think that Paradox is going to have their mind changed now by your bitching and derailing of threads? By your own arguments, no. So shut up about it and wait for the patch to complain. I am sick of this straight up toxic obsession with derailing everything to engage in acts that you yourself think won’t work. It’s annoying and actively takes away any enjoyment people might be having from the dev diary.
 
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Soon™.

We have a number of different topics we're looking into, but we won't be talking about them in more detail right now. We don't want to deploy something too risky along with the species pack, but when we make progress in something it's likely to find its way to a public beta branch sometime after that.

I will never understand how management or marketing would ever allow a post like this to happen. There hasn't been a patch in 4 months, almost no communication we finally get is "don't expect anything to be fixed."

Because said issues don't affect/affect much less people who, like me:
  • Play on small galaxies for shorter games
I have a fairly high end PC but play on small maps in 4x games for quicker, 1 day games.

I loaded up on large one time and my brain meltee because I was always someone with no performance issues... ouch.

I'll almost certain buy this pack on day 1, but the people that play on bigger SUPPORTED BY PARADOX maps have a legit gripe.

I honestly would love 3.0 to basically go back to a tile system and cap planets at 50 pops. Wiz's New Economy flatlined the game.
 
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Oh no, I did read, and your condescending attitude doesn’t change that. Who cares if it hasn’t been up to your standards before? Do you really think that Paradox is going to have their mind changed now by your bitching and derailing of threads? By your own arguments, no. So shut up about it and wait for the patch to complain. I am sick of this straight up toxic obsession with derailing everything to engage in acts that you yourself think won’t work. It’s annoying and actively takes away any enjoyment people might be having from the dev diary.
Well i guess if you are sick, you should change forums now, after all do you really think that we disgrunted players that just want paradox to fix their bug ridden mess are going to have their mind changed now by your bitching and derailing of threads? So shut up about it and wait till paradox decide to actually fix the game for good.


See how much toxic you sound? lmao
 
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Oh no, I did read, and your condescending attitude doesn’t change that. Who cares if it hasn’t been up to your standards before? Do you really think that Paradox is going to have their mind changed now by your bitching and derailing of threads? By your own arguments, no. So shut up about it and wait for the patch to complain. I am sick of this straight up toxic obsession with derailing everything to engage in acts that you yourself think won’t work. It’s annoying and actively takes away any enjoyment people might be having from the dev diary.
Oh yes, my standards are REALLY high.
 
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I like this ship set. Can't wait for it to be released. Also, I don't really care if this game is broken because I suck at 4X games, so broken or not it's not going to affect me much. :p
 
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