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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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And why in hell they would do that?! Your theory don't make any sense.

For religious reasons. For boredom, if they are immortal and grow tired of their bodies. For aesthetic reasons if they are a culture that has cheap biosculpture and a tendency to fads. It's a common Science Fiction trope in Iain Banks' The Culture series or in Alaister Reynolds' The Prefect. For instance, the very start of The Prefect is when the veteran cop and his rookie show up in a Glitterband Asteroid, and all the locals have biomoded themselves into aquatic merfolk for the sake of art.

Stellaris largely imitates Science Fiction tropes, and Alaister Reynold's popularity is great enough to ensure some spillover into its gaming, I think.
 
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I think the next step, logical/illogical would be for a species pack relating to those on the opposite spectrum as Necroids, life as opposed to death.

That being said an ice planet with yetis or something could be interesting flavor wise.
 
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I am... intrigued and confused by your suggestion of something on the opposite side of the spectrum from Necroids. Wouldn't that just be the majority of other species portraits? I'm curious what you mean and look forward to an elaboration.
 
I am... intrigued and confused by your suggestion of something on the opposite side of the spectrum from Necroids. Wouldn't that just be the majority of other species portraits? I'm curious what you mean and look forward to an elaboration.
Necroids are all about death, remembering the dead, sacrificing for profit, killing others to ascend them(Necrophage), etc.


What I am proposing is something all about life, rather than death, not just about living. Not sure how to explain it really. Maybe something involving unique or advanced evolution options for bio pops.
 
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Necroids are all about death, remembering the dead, sacrificing for profit, killing others to ascend them(Necrophage), etc.


What I am proposing is something all about life, rather than death, not just about living. Not sure how to explain it really. Maybe something involving unique or advanced evolution options for bio pops.

A race that gathers genetic material and applies it to themselves like the Borg without the tech or the zerg?
 
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This is one of the more interesting dev diaries I have read in a while. While development diaries are informative, this is insightful. The process is often overlooked by those of us who enjoy the 'final" project.

Thanks for sharing!
 
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What I was intending to post was

For a life focus perhaps there is mileage in the Engineers from Prometheus, maybe blended with a lithoid mode of delivery to a new colony?