
We also decided that robots shouldn’t be left out of the fun, so Toxoids is introducing the first ever clothed machine! Some designs such as the Ruler seen here lasted for quite a while before being changed. With the new camera settings requiring clothing designs far beyond the original scope as well as our diverse cast of candidates, we felt that in order to do these designs justice we were going to need to create outfits more specific to each species:Some early stages of concept and refinement. These have always done a great job but they come with drawbacks they mask the creature from the neck down and generally come with more limited animation opportunities.Ī comparison of a role outfit amongst multiple species from earlier Stellaris and Toxoids. You say, between rounds of Caravan Slots.įor all prior Species Packs, clothing has been a relatively straightforward process of creating a single outfit per role, and giving it several different sizes. Making it Unique“What’s so special about all this! ”

Here are some rough sketches I did using a basic human to explore quite a few styles. Initially we do not focus too much on what roles each outfit will end up as and more with what makes interesting design. While we drew from each, we decided to avoid the wasteland aesthetic since it clashed the most with our sci-fi setting.įinding style After this, we are at the point where we feel comfortable with both having a unique style while also ensuring that it fits well into the grander scheme of Stellaris.įor this pack, we especially wanted to reference some of the great work done on the ships in the clothing we designed.Īnother decision made early on was in keeping with the visual and narrative theme that roles like Scientist and General should have a decidedly more roughed-up appearance.Īfter all, Toxoids aren’t afraid to get their numerous hands dirty. In the end, we vaguely defined three broad areas of inspiration: High Tech Survivalism, Wasteland Toxpunk, and Protective Fashion.
SUN HAVEN CLOTHES SERIES
It also represented a recurring challenge: “How do we create a series of space-faring civilizations that maybe aren’t so neat and tidy without making them look like a bunch of post-apocalyptic hitchhikers? ” InspirationToxoids represented a great opportunity for us to try out some aesthetic choices that had either been missing or only slightly touched on before in Stellaris. ) To everyone, after that’s done it’s time to start the clothing process! This is a fairly quick process where we assign common traits (scholar, brute, aggressive, needs pants, etc.

Once we are sufficiently satisfied with how much we’ve explored what is and is not a ‘Toxoid, ’ the actual process of deciding the characteristics of our species begins.

Most artists generate concepts for creatures designed to wear nothing at all, as well as many with clothing designed specifically for that species in mind. By and large, we don’t specify which species will or won’t be clothed at the start of this process. Our intention was to give around a third of them something to wear. In a later dev diary we will go into more detail examining the design process of a species, so this will be an informally focused look at our experiences creating the clothing of Toxoids.Ī Quick History of ToxoidsAt the end of our visual development process we found ourselves with a diverse array of species for the Toxoid pack. Today I’ll be taking you on a very fashionable walk through the seriously expanded clothing component of this pack. Written by Alec BealsHey all! My name is Alec Beals, one of the several concept artists who worked on the Toxoids Species Pack.
