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Stellaris Dev Diary #402 - Infernal Pops, Traits, and Volcanic Worlds

[p][/p][p]by Eladrin[/p][p][/p][p]Hi everyone![/p][p][/p][p]The Steam Open Beta branch was updated this week with a preview of 4.1.7, with the following fixes:[/p][h3]4.1.7 ‘Lyra’ Open Beta Patch Notes[/h3][p]Improvement​[/p]
  • [p]AI exterminator empires with the chosen civic will not pick the Cradle of Souls as their patron.[/p]
  • [p]Updated the Broken Shackles Origin Tooltip to mention that you need to explore the Crashed Slaver Ship dig site before unlocking City District Specializations.[/p]
  • [p]Added the Visionary job swap for politicians, which combines Science Directors and Merchants[/p]
[p]Balance​[/p]
  • [p]Changed the Cradle of Souls chosen trait to give +30%/+15% Political Power as Planet / Sector governor instead of +750%/+500%.[/p]
  • [p]The Cybernetic and Cyber Commando traits now allow species to live on machine worlds, even outside of a driven assimilator.[/p]
  • [p]The Opus core world for the Hard Reset origin is now size 25.[/p]
  • [p]The Extradimensional Experimentation planetary decision now has the Data-Driven Theorem Facility increase physicist output and give them zro upkeep.[/p]
  • [p]Cybernetic Creed empires with Civil Education no longer start with a massive consumer goods deficit.[/p]
[p]Bugfix​[/p]
  • [p]Many fixes related to Cybernetic Ascension (with a special thanks to modder FirePrince for providing a number of these)[/p]
    • [p]Fixed handling of leader species when converting between limited and not limited cyberization policies.[/p]
    • [p]Improved Neural Chip conversion[/p]
    • [p]Updated leader trait handling after species modification.[/p]
    • [p]Fixed checks regarding subject-overlord relations on if you are a legal criminal or not.[/p]
    • [p]Fixed scope errors in species assimilation.[/p]
    • [p]Fixed species assimilation not handling robots for synthetically ascended organics.[/p]
    • [p]Improved handling of mechromancy[/p]
    • [p]Fixed the cyberization situation claiming you needed to build an augmentation center even if you had built one[/p]
    • [p]Fixed issues with converting between the Cyberization Standards policies.[/p]
    • [p]Cyberization pop conversion the situation now takes into account your Cyberization Standards policy.[/p]
  • [p]Fixed an issue where your authority wouldn't change to Imperial after appointing your ruler as Divine Sovereign[/p]
  • [p]The Divine Sovereign civic is now properly removed, should the chosen leader of an empire die.[/p]
  • [p]Added missing Production Overseers jobs to multiple rural districts for Tankbound empires.[/p]
  • [p]The Prethoryn should once again turn worlds into Infested worlds once they have finished purging the pops on it.[/p]
  • [p]The Contingency should be able to purge pops again and should also properly gain control of them when they finish the purging.[/p]
  • [p]Corrected missing full stops at the end of the Great Awakening tooltip.[/p]
  • [p]Restored the ending of the Fleet Maneuver event chain.[/p]
  • [p]Added missing upkeep modifier from Tankbound to habitat rural districts.[/p]
  • [p]Updated ringworld colony designations to follow the new standards[/p]
  • [p]The relic world specialization being blocked by the collapsed spire will no longer have repeat lines in it[/p]
  • [p]The Retirement Home achievement is once again achievable[/p]
  • [p]Fixed a wide range of the galaxy's species going on a hunger strike (including MSI for some reason!)[/p]
  • [p]Fixed the Nivlac trait not displaying an icon, it now shares its icon with the Extremely Adaptive trait.[/p]
  • [p]Alloy megaforges now correctly have a volatile motes cost and upkeep.[/p]
  • [p]Fixed missing species name in event title and descript when awakening psionic abilities.[/p]
  • [p]The Minor Artifact Decision "Initiate Performance Competition" will once again be providing working modifiers[/p]
  • [p]The Hard Reset species traits will once again be localized[/p]
  • [p]Sabotaging Starbases should no longer generate ethics options that mention your target's ethic.[/p]
  • [p]Fixed modifier removal being displayed twice in Order Restored event acceptance tooltip.[/p]
  • [p]first_contact.15, the event that talks about the location of your contact's country's homeworld will no longer sometimes try to tell you about their star instead.[/p]
  • [p]Fixed being able to take the Hegemon origin while being Egalitarian[/p]
  • [p]Hard Reset origin and Tankbound civic are now incompatible due to mutually exclusive mechanics.[/p]
  • [p]Empires are no longer required to feed any pre-sapients they find in the galaxy. (But your cat will still claim it has never been fed).[/p]
  • [p]Players now take ownership of claimed DSCs after war finishes[/p]
[p]Modding​[/p]
  • [p]Added the soft_traits parameter to origins for traits the player should start with but can remove without making their government invalid[/p]
[p]Stability​[/p]
  • [p]Fixed OOS in pop growth system[/p]
[p]
Originally planned for the 4.2 Open Beta, the 4.1.7 Open Beta also includes a test of some “safe…ish” changes to how modifiers are applied behind the scenes. This may have some small hardware-dependent performance effects, mostly in the mid to late game, but lays the groundwork for some more radical changes that are planned for the ongoing Open Beta.

If all goes according to plan, 4.1.7 will be released early next week, though these modifier changes will not be moving as part of it to live yet. There may be additional fixes included in the release - for example, some slavery and pop category issues that also affected Necrophages have been identified by a player "fs_nanamedou" and are currently being investigated.

Development continues as described in Dev Diary #399. On the design side, alongside the advanced ship hulls experiment, we’ve created a branch focused on economic balancing and moderating many sources of non-linear growth. The Custodian programmers are currently focusing on the more advanced modifier dependency system, multiplayer stability, and a system that will let us give better tracking of performance related issues.

Now, on to some Infernal information.
[/p][h3]Infernal Pops and the Thermophilic Trait​[/h3][p]This species evolved tissues of metallic alloys to grow and thrive on hot planets where traditional organics would cook. These alloyed cells are slower to degrade and are replaced infrequently, delaying the onset of age-related diseases. They also conduct cold temperatures, which can threaten their health in colder climates.

For the Infernals Species Pack, we’ve decided to make them exist somewhere between Lithoids and normal Organics. Your pops will begin with the Thermophile trait, which replaces their food consumption with a small amount of alloys. They thrive on Volcanic Worlds but suffer on colder planets. Under normal circumstances this changes their habitability preference screen, replacing Arctic, Alpine, and Tundra Worlds with Volcanic.[/p][p][/p][p][/p][p]For those of you that have both Lithoids and Infernals, we’ve let two of the Lithoids be able to freely choose whether to be Lithoid or Infernal - the lithoid human portrait and the lava star. They’ll have the phenotype trait based on the phenotype you were looking at when you select them.[/p][p][/p][p][/p][h3]Volcanic Worlds​[/h3][p]Rocky world with a sulfur rich atmosphere and a partially liquid lithosphere. The ash and basalt covered surface is interspersed with fresh volcanic activity, lava lakes and rivers. Only extremophile life forms can be found, if any.

When Toxoids released, we included the Detox Ascension Perk to allow you to build colonies on Toxic Terraforming Candidates. This was the solution to the problem that we felt that we couldn’t simply let you live on any Toxic world as they outnumbered normal habitable worlds ten to one. You made it clear that this wasn’t terribly satisfying because it did not let you fulfill the fantasy of living on Toxic worlds until the relatively late game.

When discussing the initial designs for Infernals, we knew that we wanted to let you live on Molten Worlds right away, but we had the same problem - Molten Worlds are also far too common to be trivially colonizable, so we created a new planet class - Volcanic Worlds. These are Molten Worlds that retain an atmosphere of sorts and have sufficient solid land to be considered at least… semi-habitable.[/p][p][/p][p][/p][p]Volcanic Worlds replace Mining Districts with Magma Conduits and Agricultural districts with Thermotechnic Forums.[/p][p][/p][p][/p][p][/p][p]Thermoforgers split their production between Minerals and the Alloys Infernals need to feed, and Thermotechnic Mentor Specialist jobs provided by the Forums modify the production of Thermoforgers, Technicians, Metallurgists, and Artisans.

In some of the speculation around Volcanic Worlds since the announcement, I’ve seen a few of you suggest the idea of converting Toxoids to a similar system using “Corrosive Worlds” - I like the idea but it’s not likely to happen in the near future.
[/p][h3]Infernal Species Traits​[/h3][p]A picture is worth a thousand words, so the Infernal Species Traits are:[/p][p][/p][p][/p][h3]Anything Else?​[/h3][p]Davide, our Product Marketing Manager you have encountered in our livestreams, has some Ghelli jolly news:
[/p]
[p]We just launched a time limited offer for you to buy the Stellaris (and other games) Christmas Sweaters!

These sweaters are well beloved within the Stellaris team, and now you can get yours too!
[/p]
[p]
There’s a hat and socks too. Bury him in Trade and we’ll be able to convince him to make a new design for the next holiday season.[/p][p][/p][p][/p][p]You can get them here!
​[/p][p]Speaking of livestreams - it’s time for you to see the Infernals Species Pack yourself. Join us for our first preview stream at 16 today.[/p][p][/p][p][/p][p][/p][h3]Next Week​[/h3][p]We’ll be looking at the Cosmic Dawn origin, the Infernal Civics, and give you a better look at the Shipset.

Until then, here’s a different look at the new portraits.[/p][p][/p][p][/p][p][/p][p][/p][p][/p]

v4.1.7 Open Beta released! (checksum ad13)

[p][/p][p]Hello happy gamers,[/p][p]For those who do not know me I am Gustav, Tech Lead for Stellaris, and i am proud to present the last Open Beta in the 4.1.x series![/p][p]As Lorenzo previously mentioned we are very grateful for the feedback you give us around these Open Betas and they are gonna continue be very important to us in the future with the 4.2.x series where they will be more focused on game simulation performance (aka tick speed).[/p][p]So this is 4.1.7 Open Beta (checksum ad13) and you can find it on Steam branch stellaris_test if you decide to try it out, do keep in mind that it is considered experimental so both backwards and forward compatibility of savegames is not guaranteed.[/p]
Changelog v4.1.7
[p]Improvement[/p]
  • [p]AI exterminator empires with the chosen civic will not pick the Cradle of Souls as their patron.[/p]
  • [p]Updated the Broken Shackles Origin Tooltip to mention that you need to explore the Crashed Slaver Ship dig site before unlocking City District Specializations.[/p]
  • [p]Added the Visionary job swap for politicians, which combines Science Directors and Merchants[/p]
[p]Balance[/p]
  • [p]Changed the Cradle of Souls chosen trait to give +30%/+15% Political Power as Planet / Sector governor instead of +750%/+500%.[/p]
  • [p]The Cybernetic and Cyber Commando traits now allow species to live on machine worlds, even outside of a driven assimilator.[/p]
  • [p]The Opus core world for the Hard Reset origin is now size 25.[/p]
  • [p]The Extradimensional Experimentation planetary decision now has the Data-Driven Theorem Facility increase physicist output and give them zro upkeep.[/p]
  • [p]Cybernetic Creed empires with Civil Education no longer start with a massive consumer goods deficit.[/p]
[p]Bugfix[/p]
  • [p]Many fixes related to Cybernetic Ascension (with a special thanks to modder FirePrince for providing a number of these)[/p]
    • [p]Fixed handling of leader species when converting between limited and not limited cyberization policies.[/p]
    • [p]Improved Neural Chip conversion[/p]
    • [p]Updated leader trait handling after species modification.[/p]
    • [p]Fixed checks regarding subject-overlord relations on if you are a legal criminal or not.[/p]
    • [p]Fixed scope errors in species assimilation.[/p]
    • [p]Fixed species assimilation not handling robots for synthetically ascended organics.[/p]
    • [p]Improved handling of mechromancy[/p]
    • [p]Fixed the cyberization situation claiming you needed to build an augmentation center even if you had built one[/p]
    • [p]Fixed issues with converting between the Cyberization Standards policies.[/p]
    • [p]Cyberization pop conversion the situation now takes into account your Cyberization Standards policy.[/p]
  • [p]Fixed an issue where your authority wouldn't change to Imperial after appointing your ruler as Divine Sovereign[/p]
  • [p]The Divine Sovereign civic is now properly removed, should the chosen leader of an empire die.[/p]
  • [p]Added missing Production Overseers jobs to multiple rural districts for Tankbound empires.[/p]
  • [p]The Prethoryn should once again turn worlds into Infested worlds once they have finished purging the pops on it.[/p]
  • [p]The Contingency should be able to purge pops again and should also properly gain control of them when they finish the purging.[/p]
  • [p]Corrected missing full stops at the end of the Great Awakening tooltip.[/p]
  • [p]Restored the ending of the Fleet Maneuver event chain.[/p]
  • [p]Added missing upkeep modifier from Tankbound to habitat rural districts.[/p]
  • [p]Updated ringworld colony designations to follow the new standards[/p]
  • [p]The relic world specialization being blocked by the collapsed spire will no longer have repeat lines in it[/p]
  • [p]The Retirement Home achievement is once again achievable[/p]
  • [p]Fixed a wide range of the galaxy's species going on a hunger strike (including MSI for some reason!)[/p]
  • [p]Fixed the Nivlac trait not displaying an icon, it now shares its icon with the Extremely Adaptive trait.[/p]
  • [p]Alloy megaforges now correctly have a volatile motes cost and upkeep.[/p]
  • [p]Fixed missing species name in event title and descript when awakening psionic abilities.[/p]
  • [p]The Minor Artifact Decision "Initiate Performance Competition" will once again be providing working modifiers[/p]
  • [p]The Hard Reset species traits will once again be localized[/p]
  • [p]Sabotaging Starbases should no longer generate ethics options that mention your target's ethic.[/p]
  • [p]Fixed modifier removal being displayed twice in Order Restored event acceptance tooltip.[/p]
  • [p]first_contact.15, the event that talks about the location of your contact's country's homeworld will no longer sometimes try to tell you about their star instead.[/p]
  • [p]Fixed being able to take the Hegemon origin while being Egalitarian[/p]
  • [p]Hard Reset origin and Tankbound civic are now incompatible due to mutually exclusive mechanics.[/p]
  • [p]Empires are no longer required to feed any pre-sapients they find in the galaxy. (But your cat will still claim it has never been fed).[/p]
[p]Modding[/p]
  • [p]Added the soft_traits parameter to origins for traits the player should start with but can remove without making their government invalid[/p]
[p]Stability[/p]
  • [p]Fixed OOS in pop growth system[/p]
[p]Besides these changes, there is also a full overhaul of the modifier dependency system included that was originally expected to only be ready for the 4.2 Open Beta. (These are the "safe...ish" modifier changes described in Dev Diary #399.)[/p][p]Atm any effects to performance of it should be small, but it is going to give us a solid foundation for future performance work planned and we also want to get some extra input from you to catch if certain combinations of hardware is effected either positive or negative.[/p][p]It is our intention to keep these modifier changes in Open Beta when 4.1.7 releases to the live branches for further testing and improvement[/p][p]Have fun gaming!
The Stellaris Team[/p]

Stellaris announces release date for Infernals species pack, and I can't wait to finally play as volcanic Tyranids

When it comes to navigating the vast expanse of space, few games do it quite like Stellaris. One of the best 4X games to ever grace our screens, the depth and complexity of Paradox Interactive's engaging strategy masterpiece allow for playthrough after playthrough. Although Shadows of the Shroud was a bit of a disappointment when it released last month, we've been looking forward to more additions as a part of the game's ninth season. That time is nearly upon us, as Paradox reveals the release date for the game's next species pack, which brings a fiery flavor to the universe.


Read the rest of the story...


RELATED LINKS:

Stellaris dev says performance is its "highest priority," but fixes aren't fast

Put on your tinfoil hats, as Stellaris' psionic new DLC is available now

The Stellaris Endbringers turn 4X norms on their head and embrace your downfall

Infernals Species Pack Release Date Announcement

[p][/p]
Thrive Where Others Burn
[p][/p][p]Stellaris: Season 09 completes on November 25th with the Infernals Species Pack and the 4.2 ‘Corvus’ update.
[/p][previewyoutube][/previewyoutube][p][/p][p]Brought to you by Forgotten Empires in close collaboration with Paradox Development Studios, our most ambitious Species Pack so far examines extremophile life bathing in the heat of fiery volcanic worlds.[/p][p]
[/p][p]The United Volcanoes of Earth[/p][p]
[/p]
Turn up the Heat
[p][/p][p]
[/p][p]In the Cosmic Dawn origin, your species roamed the stars in the early days of the galaxy. [/p][p]Trapped as the planets cooled, recent volcanic activity freed some of your people. Now it is time to look for other survivors across the stars.
[/p][p]The very star that brought life to your planet has become a threat in the Red Giant origin. [/p][p]As it expands and overheats the system, your empire can embrace this change or gain strength through adversity.[/p][p]
[/p][p][/p]
Set the Universe on Fire
[p][/p][p][/p][p]You’re my guiding light[/p][p]
[/p][p]The Infernals Species Pack adds the Galactic Hyperthermia crisis path, terraforming on a grander scale.[/p][p][/p][p]
The universe began in fire, but has cooled down into a dark and hostile place. It’s time to fix that.[/p][h2]
The Infernals Species Pack includes:[/h2]
  • [p]Two new Origins:[/p]
    • [p]Cosmic Dawn[/p]
    • [p]Red Giant[/p]
  • [p]Galactic Hyperthermia Crisis Path[/p]
  • [p]Four new Civics:[/p]
    • [p]Fire Cult[/p]
    • [p]Scorched World Heralds / Pyromanic Instinct[/p]
    • [p]Galvanic Empire / Biometallic Cartel / Galvanic Synthesis[/p]
    • [p]Planet Forgers / Planetary Architects / Volcanic Nesting / Thermal Optimizers[/p]
  • [p]Volcanic Planets and Habitability Preference[/p]
  • [p]Thermophile Mechanics[/p]
  • [p]Infernal Species Traits[/p]
  • [p]10 Infernal Species Portraits[/p]
  • [p]Infernal Shipset[/p]
  • [p]Infernal Diplomatic Room, City Set, Advisor, Flag Emblems, and more.[/p]
[p]Dev Diary Schedule[/p]
[p]October 30[/p]
[p]Infernal Pops, Traits, and Volcanic Worlds[/p]
[p]November 6[/p]
[p]Cosmic Dawn, Civics, Infernal Shipset[/p]
[p]November 13[/p]
[p]Red Giant, Galactic Hyperthermia[/p]
[p]November 20[/p]
[p]Infernals and 4.2.0 'Corvus' Preliminary Release Notes[/p]
[p]

[/p][p]The Infernals Species Pack is included as part of Stellaris: Season 09[/p][p][/p]

Stellaris Dev Diary #400 - Art of the Shroud

[p][/p][p]Hi everyone!

Abrakam put together a dev diary detailing some aspects of the art creation pipeline that they used during the production of Shadows of the Shroud, so you get a surprise Tuesday dev diary this week.

We’ll still have my dev diary about our next update on Thursday, which will be a little later than usual.

Take it away!
[/p][h3]Liquid Assets​[/h3][p]I'm Mikhail Pestov, a 2D artist at Abrakam Entertainment, and I'd like to tell you a little more about the portrait creation process for Shadows of the Shroud.

Today I'll be talking about the Tankbound portrait, which was a particularly special one that we knew was planned to be linked to a new Civic, but this process was generally the same for each one we produced.

These were the concepts I was provided by our lead artist: Jordi.[/p][p][/p][p][/p][p]Brains!​[/p][p]As you can see, details can range on these initial concepts from being very abstract to quite detailed. In this case, Jordi had also prepared a 3D concept, which is not typical but is done on some occasions. He must have liked this one.

My job is to render the final illustrations and prepare them for animation... so based on these, I tested several different options.
[/p][p]Psionic portraits were unique in that each was prepared with a special "Ascended" version.​[/p][p]
Sometimes the team and I immediately agree on a direction, and sometimes... well, sometimes, we need to do some heavy reworking. At this point in development we decided that we simply had too many 'brainy' portraits lined up and wanted to limit their appearance going forward. No problem, we can do that.[/p][p][/p][p]Brainless.​[/p][p]
We decided a pseudo 'energy' would be appropriate for this type of setup. While I typically work from an existing concept, I often have to create something new and solve non-obvious problems. This is an ongoing process involving communication with my teammates, feedback, ultimately to help make a character truly interesting!

In this case, we decide that this is much closer to what we want to see. The team approves the direction, and I start rendering. This is a process of refining the sketch more carefully, correcting mistakes, adding details, and texturing materials like metal or glass in greater detail.[/p][p][/p][p]They've got legs, and they don't really know how to use them.​[/p][p]
Once everything is ready and we feel that it's 100% right, I move on to polishing. This stage includes adding textures, small abrasions, highlights, scratches, etc. Things you'd expect to see on mechanical tanks that move around in spaceships.[/p][p][/p][p]Which tank are you?​[/p][p]
At this point, the figures reach their final appearance. Now I move on to the final, most technical, stage: the preparation for animation.
[/p][p][/p][p]This involves painstakingly separating the portrait into its base components. This often means adding or redoing something if I recognize there will be problems in animating a particular element. Once the team gives it the thumbs up, I send it to our animator who brings it to life: Bastien.

And that's how a baby Tankborn was… born.

[/p][h3]Shroud Shipsets​[/h3][p]
Hi everyone. I’m Aurelio La Ferla, Senior Hard Surface Artist at Abrakam Entertainment, and today we're gonna give a look at my approach on both the Mindwarden and Psionic 3D shipset for Shadows of the Shroud.

The process I followed for both shipsets is similar on some steps, but really different on some others.

We have to keep in mind that Mindwardens ships are more spiky, most of the time formed by squared and triangular shapes. Psionic, on the other hand, have more soft shapes with curved silhouettes. This is fundamental to understanding the best approach in the modeling/sculpting phase.

Starting with Mindwardens, I'm gonna talk a bit about the general steps trying my best to not be too technical and boring :)[/p][p]As previously said, Mindwarden ships are mostly based on square and triangle shapes, so what I did is basically start the modeling process from very primitive shapes following the concept previously did by the concept artists.[/p][p][/p][p]Primitive building blocks.​[/p][p]
After having a rough base to work from, I then added details, bevels, and generally smoothed them out to make them as clean as possible for the highpoly.[/p][p][/p][p] The smoothest triangles you'll ever see.​[/p][p]
Once I do this for all the main pieces, I start to put them together. This is building the structure of the spaceship piece by piece, always following the concept until I have the complete ship built it up in highpoly.[/p][p][/p][p]Highpoly Mindwarden Colossus.​[/p][p]
After building the highpoly, what I usually do is a quick highres render, with some basic metallic material and lights and send it to the rest of the team for design approval. Now it really starts to come to life.[/p][p][/p][p]The forbidden flower.​[/p][p]
Once the 3D highpoly is fully approved, I’m ready to move on to the lowpoly model. For the Mindwardens specifically, most of the time I tweaked some of the base pieces used for the highpoly to repurpose for the low.

When the lowpoly is ready and the structure of the spaceship is done, I proceed to work on the UVs. This is the flat 2D representation of the 3D model, fundamental for the baking and texturing phase.[/p][p][/p][p]Like taking apart the most complicated cardboard box.​[/p][p]
Now it's ready to bake, but using a computer as an oven. This is the process that “transfers” the details from the highpoly to the lowpoly model. The whole reason for doing all of this is to have everything look highly detailed, while still being optimized for real-time performance in-game.

The very last step for me is the texturing.[/p][p][/p][p]Ready to seal the Shroud.​[/p][p]
For the texturing process I used materials produced by one of our technical artists. Now the model is ready to be rigged and animated!

Finally, here are some final renders of the Colossus:[/p][p][/p][p][/p][p][/p][p][/p][p]For the Psionic shipset, the process is more or less the same, but the initial approach is different ‘cause the shapes are more soft and curved.

The process always involves:
[/p]
  • [p]Highpoly[/p]
  • [p]Lowpoly[/p]
  • [p]UVs[/p]
  • [p]Bake[/p]
  • [p]Texturing[/p]
[p]
But the initial part is more of a “sculpting” process.

Basically, starting from primitive shapes, I sculpt every piece of the spaceship and put them together. The sculpt is an easier and more proper way to approach these kind of shapes.[/p][p]Digital clay.​[/p][p]
Once again, with the highpoly sculpt finished and approved, it's time for the lowpoly.

In this case the approach is different from the Mindwardens, ‘cause here we are gonna have a highpoly sculpt that needs to be lowered down in terms of its tris-count, or number of triangles it has. The Mindwardens started basically as triangles, so they cheated a bit. So, we are gonna build a more clean and lower density topology through the “retopology” process.[/p][p][/p][p]Exterminating triangles.​[/p][p]
And this is the final result of that process. As you can see, the model went from a really high tris density to one that can be used more practically for animation and in-game.

The retopology process is not always necessary. Sometimes if the sculpt topology is clean enough, it’s possible to lower the tris-count just by simplifying some shapes or removing some edgeloops.

Once the lowpoly is ready, the rest of the process is the same as above.

Here some renders of the final result:[/p][p][/p][p][/p][p][/p][p]Behold, the Psionic Ion Cannon.​[/p][p]
Hope you all enjoyed it![/p]