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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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...Venetian masks...

...Mexican makeup from Día de Muertos...

I'd honestly like to see what the art team did with these sources of inspiration. I'm a sucker for vibrant palettes, even (especially?) combined with a touch of the morbid.
 
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If the patch notes are good enough to be printed and phtographed (I’m trying to work out if the pages are actually a5 with a short member of staff and a little banana or A3 next to a giant) then they’re good enough to be posted here. Loving the artwork. btw the art team were the unsung heroes of 2.6.

On the subject of fixing the broken stuff, I’m tired of writing it. You know where I stand.
 
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Only MoO3 did non humanoid aliens well. Pertty much other game had "men in suits".

You are just saying that because you don't know a game called Space Empires V -- that game has some very interesting non-humanoid aliens. The best part? All they were done by S.C.Watson, one of the creators of the mods Alien Suns and Alien Suns: The Outer Rim . The aliens of the Space Empires V can be seen here (Attention: site in japanese).

My favorites? those are the Ukra-Tal Collective -- dragon/serpent/slug-like aliens with advanced organic technology.
 
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I'm staking my last hopes for Stellaris on these patch notes - if they end up a disappointment, I'm going to wash my hands of this whole mess.

Game's broken. Quit shilling DLC and F I X I T.

Also, I'd like to say that even if these patch notes do end up being a step in the right direction (I'm betting they won't be), the radio silence in regard to the community's complaints is utter terrible PR.
 
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I'm staking my last hopes for Stellaris on these patch notes - if they end up a disappointment, I'm going to wash my hands of this whole mess.

Game's broken. Quit shilling DLC and F I X I T.

Also, I'd like to say that even if these patch notes do end up being a step in the right direction (I'm betting they won't be), the radio silence in regard to the community's complaints is utter terrible PR.

Just put Stellaris in the 'Fallout 4' bin - you buy it because the modders can make it awesome, not because the base game is good.
 
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You are just saying that because you don't know a game called Space Empires V -- that game has some very interesting non-humanoid aliens. The best part? All they were done by S.C.Watson, one of the creators of the mods Alien Suns and Alien Suns: The Outer Rim . The aliens of the Space Empires V can be seen here (Attention: site in japanese).

My favorites? those are the Ukra-Tal Collective -- dragon/serpent/slug-like aliens with advanced organic technology.

Man, I used to love Space Empires V, must have thousands of hours played.
 
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Interestingly, that game has a similar problem to Stellaris in that the longer a game goes on, the longer it takes to process turns.
 
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Interestingly, that game has a similar problem to Stellaris in that the longer a game goes on, the longer it takes to process turns.
This is an inherent property of any game that is about filling up an empty map with gameplay objects that require individual processing.

You can design to mitigate it, but you cannot prevent it.
 
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Only MoO3 did non humanoid aliens well. Pertty much other game had "men in suits".


Honestly, my problem with a lot of what people call "alien" aliens is that not only do they, most of the time, still look like terrestrial creatures (just slugs, worms and such instead of humans or mammals) making the point moot in my opinion, but a lot of the time (including some instances in both MoO3 and Stellaris), the designers don't give them the necessary appendages to operate the complex machinery needed to get them into space, or even to create/use simple tools.
 
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Honestly, my problem with a lot of what people call "alien" aliens is that not only do they, most of the time, still look like terrestrial creatures (just slugs, worms and such instead of humans or mammals) making the point moot in my opinion, but a lot of the time (including some instances in both MoO3 and Stellaris), the designers don't give them the necessary appendages to operate the complex machinery needed to get them into space, or even to create/use simple tools.
I agree, an alien can look like a human, for all we know - if it evolved in a similar sort of terrestrial environment to us, a bipedal body plan might well be "the ideal" (as nature tends to efficiency - think of this like convergent evolution dialled up to 11) - or it may look some like eldrich horror. Who knows. Appearances are pretty superficial, and we'd likely (as a species) get used to whatever an alien looks like pretty quickly IRL, once the news cycle moves on to the next political/economic/social scandal.

The best sci-fi for me has always been the stories and series that focus more on the mental aspects of aliens than their physical ones. An alien that looks like a 6ft slug is clearly an alien but it might well think in similar terms to us if it evolved through similar environmental pressures on its homeworld.

Whereas
a planet-spanning hive-mind of drones (or an amorphous sentient "mould" lacking distinct bodies, outright) that fundamentally lack concepts of individualism, or even a distributed planet-wide AI network (one that was assembled and forcibly educated about the world, rather than experienced it as we might do) would, in my eyes, be far more alien to us than most aliens we see in scifi series. But those concepts are rather hard (if not impossible) to build a strategy game around. Still, it's ironic that gestalts are some of the most shallow & predictable authorities in Stellaris, when they have the potential to be truly alien (not just superficially alien), vs the other empire types.
 
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Honestly, my problem with a lot of what people call "alien" aliens is that not only do they, most of the time, still look like terrestrial creatures (just slugs, worms and such instead of humans or mammals) making the point moot in my opinion, but a lot of the time (including some instances in both MoO3 and Stellaris), the designers don't give them the necessary appendages to operate the complex machinery needed to get them into space, or even to create/use simple tools.

Please, tell that this won't devolve in another discussion about the aliens in Stellaris havings legs or not! :D
 
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Whereas a planet-spanning hive-mind of drones (or an amorphous sentient "mould" lacking distinct bodies, outright) that fundamentally lack concepts of individualism, or even a distributed planet-wide AI network (one that was assembled and forcibly educated about the world, rather than experienced it as we might do) would, in my eyes, be far more alien to us than most aliens we see in scifi series. But those concepts are rather hard (if not impossible) to build a strategy game around. Still, it's ironic that gestalts are some of the most shallow & predictable authorities in Stellaris, when they have the potential to be truly alien (not just superficially alien), vs the other empire types.

Yeah that's another thing. No matter what your species supposedly is in Stellaris they interact with the universe in the same way, mostly. Like even if you play eye-less moulds they still get all those anomaly events with things like an Alien mummy being found with a picture "possibly depicting a loved one or revered leader". Like how would a species that has no eyes, no concept of vision even see that?
Of course that's just the limitations the game has, but it does throw a wrench into "alien" aliens.
 
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Eyeless aliens would hardly be able to create any form of technology. I hate them.
 
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Eyeless aliens would hardly be able to create any form of technology. I hate them.
Yeah that's another thing. No matter what your species supposedly is in Stellaris they interact with the universe in the same way, mostly. Like even if you play eye-less moulds they still get all those anomaly events with things like an Alien mummy being found with a picture "possibly depicting a loved one or revered leader". Like how would a species that has no eyes, no concept of vision even see that?
Of course that's just the limitations the game has, but it does throw a wrench into "alien" aliens.
Sonar, just off the top of my head. Bats and whales have eyes, but they don't do much at night or in the dark depths of the ocean.
 
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Sonar, just off the top of my head. Bats and whales have eyes, but they don't do much at night or in the dark depths of the ocean.

There are a variety of evolutionary adaptations, known and otherwise, that creatures could use in place of senses.

Additionally, just because we do not see how a culture or creature could function as they do does not necessarily mean that they can't exist. They might just be beyond our understanding in some way.
 
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