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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.

[h2]Finding ideas[/h2]
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.”
[h2]
Developing ideas[/h2]
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.







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.


[h2]Rough sketches[/h2]


[h2]
Idea Variants / Refinement[/h2]



[h2]Rendering[/h2]



[h2]
Color variants[/h2]



[h2]3D Characters[/h2]
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.

[h2]Character texture[/h2]



[h2]Character in 3D in perspective view[/h2]


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.



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That is all for this week. Next week we'll be posting the patch notes!


The best Stellaris mods

If navigating through all of the 2,000+ Crusader Kings II mods was easy, or if you found that the 4,000 or so EU4 mods wasn't daunting enough, then we've got a bigger challenge for you. Stellaris, Paradox's grand strategy 4X adventure boasts an entire galaxy of over 18,000 modifications. This game seems to lend itself more to user-generated content than its predecessors - both of which being around double Stellaris' age but with far smaller mods scene.


Properly charting a course to the brightest of these luminaries while avoiding wasting one's time on buggy or bland black holes is essential for anyone wanting to truly expand their Stellaris experience. As we've done in previous mods recommendations, the mods are generally divided into categories. In this case, we've looked at total conversion mods, mechanics mods, 'immersion' mods and finally cosmetics.


As usual, most mod choices are subjective so take this guide more as a means of how to search for mods rather than strictly which mods to get although we've done our best to feel our what some of the current favourites are.


Read the rest of the story...


RELATED LINKS:

The best Stellaris DLC

Stellaris guide: tips and tricks for beginners

Stellaris gets a spooky undead species "soon" with the Necroids DLC pack


Stellaris Dev Diary #187 - Post-mortem

Zaztl’s time had come. The Ritual of Elevation was soon to begin, and as she was inching ever closer to her own final destiny, she wondered “Is this perhaps the start of a new life?”. She couldn’t help but to latch on to hope in her moment of dread, but she also knew the futility of the question.

No Jeferian would ever know the answer to that question.

Shumon ins-Beth was born, the newest individual to join the Pasharti species.


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The result of dark experimentation by the Jeferians - the former owners of the planet Taralon - the Pashartians are the ultimate parasites. Originally a semi-sapient creature dwelling in the depths of Taralon's mountains, the Jeferians uplifted and augmented them to act as a subservient slave race. However, their uplifting was rather too effective, and they unleashed a monster. Horrified at the capabilities of their creation - which included the ability to absorb other sentient species and turn them into Pashartians - the Jeferians tried to shut down the experiment. However, a small group of uplifted Pashartians escaped.

Over the years, they bided their time, managing not only to evade capture, but also gradually increase their numbers and develop a technological base to rival the Jeferians. Eventually, the Jeferians noticed that something was amiss, but by then they were powerless to resist.

Soon the Pashartians had seized control of the planet, unleashing violent pogroms on their erstwhile oppressors - all the while further increasing their numbers. Now poised to take to the stars, the Pashartians stand ready to pursue what they see as their solemn duty - the conversion of all lesser life forms to their likeness.

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Hello everyone!

Two weeks ago we announced the Necroids Species Pack, and today we’ll be giving you more information about the gameplay aspects. But first, I’ll take the opportunity to link the trailer once again, in case you missed it.

https://www.youtube.com/watch?v=q0WbgYFvb5I&feature=emb_title

For Necroids we wanted to add some new gameplay that would be available to many more different types of empires and species. Unlike Lithoids, these Civics and Origins will not require you to use a Necroid portrait. For Lithoids we felt like it made sense, but in this case we didn’t want to impose any limitations on your imagination and creativity.

Necroids gameplay includes:
  • Necrophage (Origin)
    Memorialist (Civic)
    Death Cult (Civic)
    Reanimated Armies (Civic)




Necrophage is a new Origin that means that your primary species has a very hard time to procreate by themselves, but is instead dependent on transforming other Pops into themselves.



Necrophage Trait - live long and consume



Chamber of Elevation - when regular Uplifting isn’t enough



Necrophytes - Hey, what does the necro part of my job title stand for anyway?

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In addition, there is also the Reanimated Armies civic that we showed in DD #185. This civic replaces the Military Academy with a Dread Encampment, and can recruit Undead Armies that are unaffected by morale.


Reanimated Armies - the ultimate in recycling.


Dread Encampment Building - wouldn’t want to get caught dead here


Undead Army - it’s not wight how they work them to the bone, but they don’t complain




Necromancer job - some say it’s a dead end job, but they’ve made a grave mistake
(Note: Above image includes the bonus from Ground Defense Planning)

This civic has a few restrictions - no pacifists, and it conflicts with Citizen Service since it replaces the Military Academy. Some subtle differences exist between Soldiers granted by Military Academies and the Necromancers from Dread Encampments - they’re Specialist tier and provide more defense armies, provide some research benefits, and will summon additional defense armies under Martial Law instead of increasing Stability.

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That is all for this week! Next week we’ll take a look at the art process and all the effort that goes into creating the Necroid portraits!

We’ll be eagerly reading your responses, and remember that...

Jeff sees all




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!

[h2]Designing a new Ship Set[/h2]
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.



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.




[h2]
Developing the Style[/h2]
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.



[h2]Creating the Concepts[/h2]
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.

[h2]Here are two different examples.[/h2]
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.





If you wish to see more art examples of the Necroid shipsets and read more about the art process, check out the forum post here!

Stellaris gets a spooky undead species "soon" with the Necroids DLC pack

Good news, Stellaris fans - the strategy game's devs are bringing a bunch of new opportunities to roleplay within its universe, and "soon". Those of us looking to slip into the space boots of some undead aliens for a light spot of death worship will soon be in luck - the Necroid Species Pack has been announced by developer Paradox Interactive. Space, it seems, is about to get a whole lot spookier.


The teaser trailer, which you can check out below, opens on a line of robed figures making their way through a vast temple, apparently constructed from fractured, glowing circuitry. "We are born at the moment of surrender," rasps the voiceover, "when the flesh fails, and unlocks our true potential". A fun and wholesome time for all, then.


This is especially exciting as it comes just a few days after the news that Stellaris is getting corporate death cults. The upcoming civic will allow your empire to sacrifice willing volunteers for fun, profit, and various societal bonuses (hey, they should have read the contract). "The more blood that is shed, the more likely you are to get the better blessings," says Paradox. We're betting this will end up playing into the new species pack, somehow.


Read the rest of the story...


RELATED LINKS:

Stellaris is getting corporate death cults

Pocket Gamer Connects' Big Screen Gaming event kicks off today - here's what's on

Stellaris gets a "free weekend" for its fourth birthday - which starts today