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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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Did you change their dna? (BTW, my money is on the rightmost being William, he's the only beardless Norman) They looked different in the Beta
England_1066.png

Seems they may have! My guess, left to right, by the way:
Harald Hardrade (he was quite old by this time, wasn't he?), Harold of England, Svend of Denmark, Malcolm of Scotland, William the Bastard.
 
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.
Looks really great.
I'm in general more of a game mechanics-guy, so I have to ask: does this system also work for passing on character traits or is it exclusive for appearances?
 
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Remember when this was announced & people were heavily critical of the 3d portraits, even though they were beta. Well, I think we can say that they look great now & most of the complaints are in the past.
 
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All those portraits look awesome.

As far as inheritance goes, while this is awesome, since most things are on a slider, I wouldn't mind seeing something that is less binary. Maybe they aren't, dunno. Yes, skin color (maybe hair as well) may be the most glaring example of how this could work in a less either/or way.

But, for instance, a slight slide from one end of the scale to the other, the stronger the greatest the difference is.

In any case, awesome stuff already, I can't wait.

The way I understand it, they're not binary. I believe the way it will work is similar to Imperator, wherein every trait had a slider. So for instance, in the rightmost inheritance example, you see how the mother has defined eyelids? That would be a portion of the DNA, and her children might inherit varying degrees of that specific gene. I believe that's how it works.


Looks really great.
I'm in general more of a game mechanics-guy, so I have to ask: does this system also work for passing on character traits or is it exclusive for appearances?

I believe some traits will be hereditary - such as Attractive, Ugly, Dwarfism, and Gigantism - but I don't know if things like personality traits are passed on.
 
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All those portraits look awesome.

As far as inheritance goes, while this is awesome, since most things are on a slider, I wouldn't mind seeing something that is less binary. Maybe they aren't, dunno. Yes, skin color (maybe hair as well) may be the most glaring example of how this could work in a less either/or way.

But, for instance, a slight slide from one end of the scale to the other, the stronger the greatest the difference is.

In any case, awesome stuff already, I can't wait.
There's the possibility that a particular DNA point might affect more than one thing, so just a slider might not have exactly the effect that was asked for.
Skin colour also has a wide range if you look at the ethnicity examples - it's hardly a binary situation there.
 
So, since you mentioned modding appearances, does this confirm no official ruler designer? If so, would a similar feature actually be moddable? Or would you need to individually edit text files to get a "custom" ruler?
 
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So, since you mentioned modding appearances, does this confirm no official ruler designer? If so, would a similar feature actually be moddable? Or would you need to individually edit text files to get a "custom" ruler?
Or change the values in the console .. a lot of trial and error then boom ... custom ruler ...
 
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My one requested improvement is for the clothing to reflect injuries and diseases in some way. Something as simple as a few outfits for injured characters that include bandages and bloodstains would help a lot in avoiding the issue of the injuries and diseases abruptly stopping below the neck.

EDIT: Is an entire feature determined by only one set of genes? Is there allowed to be a little mixing, so say a nose can be partially based on one parent and partially based on the other? With the genetics system it should be fairly easy to do that, but I'm not sure how good it would look.
 
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Have you handled facial symmetry? The large majority of these characters look like actors in a historical movie, having become actors for looking better than average. Which is obviously what you aimed for. I hope that our regular unsymmetrical faces are not reserved for the people with the ugly trait.
 
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So, since you mentioned modding appearances, does this confirm no official ruler designer? If so, would a similar feature actually be moddable? Or would you need to individually edit text files to get a "custom" ruler?

The way it worked in Imperator was a mix of both, but granted, I've heard that was a different branch of the dev team. I can't say how similar CK3 will be. In Imperator, though, there was an editor you could access via console commands which used sliders to shape the character, then gave you a DNA string to copy to keyboard. You'd then have to modify the details of an existing character and paste that DNA string over theirs.


Have you handled facial symmetry? The large majority of these characters look like actors in a historical movie, having become actors for looking better than average. Which is obviously what you aimed for. I hope that our regular unsymmetrical faces are not reserved for the people with the ugly trait.


From Dev Diary 7:

Genetic traits will often have a visual effect on your portrait - the Beautiful line of traits will make your characters more-and-more symmetrical, for example. On the negative end of the spectrum, we have traits such as Ugly or Albino, which will reduce symmetry or alter your character's skin tone respectively (the Middle Ages were full of prejudice).

So it sounds as though regular characters should be somewhere around the middle, ideally.

Edit: In fact, look closer and you'll find it's quite that way.
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(The last one is TERRIBLE because I forgot to draw on a separate layer, but I hope it gets the point across.)



My one requested improvement is for the clothing to reflect injuries and diseases in some way. Something as simple as a few outfits for injured characters that include bandages and bloodstains would help a lot in avoiding the issue of the injuries and diseases abruptly stopping below the neck.

EDIT: Is an entire feature determined by only one set of genes? Is there allowed to be a little mixing, so say a nose can be partially based on one parent and partially based on the other? With the genetics system it should be fairly easy to do that, but I'm not sure how good it would look.

I believe it's a combination.
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I believe the way it works is that each section of an facial feature has its own "gene", and each of those genes is inherited separately. So a child can inherit his father's nose tip shape, his mother's nose ridge shape, his father's nose ridge definition, his mother's nose length, and so on.
 

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do genetic diseases like down and proteus syndromes are in ?
I think faculty-affecting genetic conditions like Down's are represented through the "Imbecile" trait. It's far from perfect, but more or less fits the common understanding of those syndromes at the time. I don't think it'll effect portraits at all.
 
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I cant wait to play CK3!! I do have a question however (or a suggestion). Will genetics be used to more accuratley depict genetic disorders? While I would talk about Haemophilia (the "royal disease"), the genetic traits I have the most complaints about take precedent because I really dont want to see them in CK3 if possible.

"slow" and "imbecile". There are a lot of problems with slow and imbecile. Mainly, you could do so much more with genetic mental disorders, its such a great opportunity to flesh out characthers. Secondly, it could be argued its kindof offensive to funnel all mental genetic disorders into "stupid" and "even more stupid".

Apparently, googling "slow mental disorder" gives results for ADHD (attention deficit). The main one I know though is ASD, Autism Spectrum Disorder, which is what I suspect people would assume "slow" means. Which, either-or, is a disgusting oversimplification of the effects of the disease to just give a flat penalty to everything. Even if you argue its just a representation of a general aptitude (person is just genetically smarter or dumber then average), the fact there is nothing to signify the existance of a mental disorder means I kindof have to assume thats what your using to represent them. At the same time, I understand you cant simulate all the genetic diseases known to man, but if you can make room for harelip and clubfooted, you better have at least some of the better known genetic disorders.

Not to mention these would be much more interesting for the player, if instead of some flat stat debuffs, you would get a more complex thing that affect how you would gain stats & expirience, and also events on how you deal with the disorder and how others perceive it.
 
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In other words; if you’re into noses, or any other facial feature, this is the game for you.
Hmm. I guess I need to do a better job of deleting my internet history...
 
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View attachment 601700
Historical characters from the “Fate of England” in the 1066 start date. Guess who is who!


Let's see:
- Middle guy is a duke, the rest are kings.
- Birth years, approximate according to wiki: Hardrada - 1015, Estridsen - 1019, Godwinsson - 1022, William - 1028, Malcolm - 1033.
- Godwinsson is usually depicted with a mustache.
- Guy number four looks quite a bit younger than numbers 1 & 5.
- Wikipedia says Estridssen was tall and powerfully build.

Conclusion:
1. Harald Hardrada
2. Harold Godwinsson
3. William the Bastard (since he's not the conqueror at this point)
4. Malcolm III Canmore
5. Svend II Estridssen
 
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This all looks really excellent. One question, though -- to what extent will the aspects of physical appearance be modelled on real-life recessiveness/dominance of associated genes? To touch on what I mean, I noticed that one of the sample images for "Inheritance in action" featured a dark-haired Altaic/Central Asian man with a blonde-haired European wife, and two of their children also had blond hair. This isn't impossible genetically, depending on the man's ancestry (the Eurasian steppe was/is a pretty diverse place, after all) and other factors, but blond hair especially is notorious for being a recessive trait that doesn't express itself in first-generation mixes between different racial backgrounds. Please pardon me if this is an unfounded observation, given that I'm commenting based on only one shown image without any additional context like the Altaic man's own parentage and grandparents, but it does give the impression that blond hair and potentially other traits will be treated like a 50/50 in terms of inheritance.

I have no complaints if this is the case and it ends up with Sims-esque outcomes for kids, but it would be interesting to know to what extent these traits actually will be following recessive/dominant tendencies of inheritance.
 
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