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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.

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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.

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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.

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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.

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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.

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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.

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Examples of different body types


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Like, every Christmas Holiday, ever


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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.

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Genetic traits

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Dragoman

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



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“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:

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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.

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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.

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Don’t say I didn’t warn you
 
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There are giant, dwarf, hunchbacked, clubfoot and spindly traits that affect your physique aside from face.
You can genetically inherit height or type of body build as well, but you can't genetically engineer yourself a family with naturally long arms if that's what you are asking for.


Respectively:
  • Typhus
  • Smallpox
  • Leprosy
  • Great Pox (Syphilis)
  • Bubonic plague
  • Bubonic plague
We have more diseases in-game... what a wonder to discover... :eek:
After seeing these diseases I know why we have masks in CK2... Hoping one also in CK3.
 
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This is so good! What we've seen so far was great but really getting an in-depth with this system has me so excited for the game! Congratulations on the fine work done here.
 
I would imagine Attractive and Ugly won't affect the visual of the character, since what is or is not attractive is way too abstract and personal.
It is not like "giants are taller" simple.
 
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One attention-to-detail thing I really loved in CK2 was how the Han culture had special hair and makeup, with filial piety rules determining when it was applied. Is that still the case in CK3? And if so, might we have a little sneak peek at Han portraits, pretty please with cherry on top? n_n
 
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I would imagine Attractive and Ugly won't affect the visual of the character, since what is or is not attractive is way too abstract and personal.
It is not like "giants are taller" simple.
I think the traits affect facial symmetry, which is probably the closest thing that comes to objective beauty.
 
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I would imagine Attractive and Ugly won't affect the visual of the character, since what is or is not attractive is way too abstract and personal.
It is not like "giants are taller" simple.
It is subjective of course, but on average, more symmetrical people are perceived as "fairer," while asymmetrical faces are perceived as "uglier."
 
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Hmmmm... I'm not sure I understand that system correctly. What is it that prevents the drift towards averages on the inter-regional scale? Are enviromental factors accounted for in any way? It seems to me that over numerous generations nobles from different regions will start to look similar.
Randomised courtiers, mutations and recessive genes will probably mitigate that in the medium term, but it's not like this didn't happen historically, especially since almost all modern European nobles have their most recent common ancestor in William of Orange (just 300 years ago), while for the rest of Europe it's double that at 600 years.
 
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A few other Q/A:

▲ Is there any Inbred trait?
► Yes, there is an Inbred trait, though we don't have genetics for inbreeding. Characters with "pretty" traits will look (on average) "prettier", while "ugly ones" will look "uglier".
I know it's not going to happen but I always thought that the negative consequences of inbreeding would have been better simulated by a randomized penalty -- which could be practically unnoticeable, mild, severe, or essentially a death sentence, and all shades in-between -- directly subtracting from the character's base health and fertility on birth instead of a single catch-all trait that makes it so you're either completely healthy or a crippled mutant. The degree of severity would be dependent partly on RNG and partly on the amount of consanguinity involved. Inbreeding in real life often involves things like decreased lung capacity or a weak heart. That is bad but -- depending on severity -- could still allow the person to function somewhat normally and isn't immediately obvious like a deformed chin. Disfigurement could be its own trait with a separate dice roll determining whether or not the character gets inflicted with it. For CK2 I would have also added traits like clubfoot and dwarfism to the mix as well but it looks like CK3 genetics system will do that on its own, which is pretty cool.
 
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I know it's not going to happen but I always thought that the negative consequences of inbreeding would have been better simulated by a randomized penalty -- which could be practically unnoticeable, mild, severe, or essentially a death sentence, and all shades in-between --directly subtracting from the character's base health and fertility on birth instead of a single catch-all trait that makes it so you're either completely healthy or a crippled mutant. The degree of severity would be dependent partly on RNG and partly on the amount of consanguinity involved. Inbreeding in real life often involves things like decreased lung capacity or a weak heart. That is bad but -- depending on severity -- could still allow the person to function somewhat normally and isn't immediately obvious like a deformed chin. Disfigurement could be its own trait with a separate dice roll determining whether or not the character gets inflicted with it. For CK2 I would have also added traits like clubfoot and dwarfism to the mix as well but it looks like CK3 genetics system will do that on its own, which is pretty cool.
Considering inbreeding is such a huge focus of the community, giving it more fleshed out focus would only make sense.
 
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I think the traits affect facial symmetry, which is probably the closest thing that comes to objective beauty.

It looks like a fair compromise, but I'm not so sure.
In spite of what is usually claimed about facial symmetry and beauty, it is not rare for those compilations of "how the actors of X would look like if their faces were symmetrycal" to create very weird and alien faces, with a huge forehead, extremelly thin chins and an unnaturally large bridge of the nose.
How would the game avoid that?
 
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I have a question! How will the characters look once they are dead?

The question falls because sometimes I like to take a look at my character's ancestors like other characters.
 
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Question: Is it possible for you to see if your spouse has cheated on you? For example if you are both french in CK2 and she cheated on you with a german, you could sometimes see a german child. Will it be visible to the untrained eye? Or is it really diffucult to see? Or is it only after your child has grown up that it becomes obvious?
 
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Tis is great! I'm amazed that you guys managed to miss the uncanny valley, I was certain that the people would look jarring years after release. Glad to see I keep getting proven wrong over and over again!!
 
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Will there be an option for lepers to hide their faces behind masks ?
 
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